Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter your email address or mobile phone number.
The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories Hardcover – February 21, 2011
Frequently Bought Together
Customers Who Bought This Item Also Bought
Starred Review. Like Marshall McLuhan's groundbreaking 1964 book, Understanding Media, this engrossing study of how new media is reshaping the entertainment, advertising, and communication industries is an essential read for professionals in the fields of digital communications, marketing, and advertising, as well as for fans of gaming and pop culture. (Library Journal )
Himself a master of good old-fashioned narrative, Frank Rose has given us the definitive guide to the complex, exciting and sometimes scary future of storytelling. (Steven Levy, author of Hackers)
From Homer to Halo 3, from Scorsese to The Sims, the craft of story-telling has transformed utterly. Or has it? Frank Rose is one of the world's most insightful technology writers, and in this wonderful and important book he narrates a narrative about the new narrators who are gaming all the rules we learned way back in English 101. (Randall Rothenberg, Chief Digital Officer, Time Inc.)
We can spy the future in Frank Rose's brilliant tour of the pyrotechnic collision between movies and games. This insightful, yet well researched, book convinced me that immersive experiences are rapidly becoming the main event in media, and has re-framed my ideas about both movies and games. Future-spotting doesn't get much better than this. (Kevin Kelly, author of What Technology Wants)
The definitive book on transmedia—what it really is, where it came from and how it is changing our culture. A must read for anyone now in the business of telling stories, which almost certainly includes you—whatever it is you do. (Matt Mason, author of The Pirate's Dilemma)
Frank Rose has written an important, engaging, and provocative book, asking us to consider the changes the Internet has wrought with regard to narrative as we have known it, and making it impossible to ever watch a movie or a TV show in quite the same way. (Peter Biskind, author of <em>Down and Dirty Pictures and Star
Top Customer Reviews
Yet for all of its contemporary pop culture references and social media anecdotes, The Art of Immersion feels quite dated. His thesis ("A new type of narrative is emerging--one that's sold through many media at once in a way that's non-linear, that's participatory and often gamelike, and that's designed above all to be immersive.") is obvious to even the most technologically un-savvy reader. Nearly everyone, from Topeka, Kansas to Tokyo, Japan has understood that intuitively (if not explicitly) for 10 years.
I enjoyed reading the first few chapters in which Rose discusses the transformation of media and the creation of increasingly immersive worlds through the advancement of the technology, content and delivery method of newer forms of media. Rose outlines a rough sketch from the invention of the printing press and moveable type to the advent of the motion picture to the seductive glow of the living room television to the immersive and participatory "deep media" of the Internet. Yet as I continued to read, I kept waiting for the book to "start".
Each new chapter felt like a slight regurgitation of the one before it; each felt like an introduction to the theme, yet the book never fully developed the theme. True to his subtile, Rose answered How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way we Tell Stories. But each chapter begs the questions: WHY?Read more ›
The quote above quote appears in Frank Rose's new book, The Art of Immersion, due out in February 2011. Rose, a long time contributing editor at Wired, where he's covered everything from the fall of the music industry to the impact of digital technology on television, offers an assessment of where story-telling is going in an age when narratives are no longer linear and more often than not are told, or at least informed, by the participation of a consumer community.
Rose labels this "deep media." Story-telling that offers an immersive experience. It refers to everything from the online audiences that gathered on their own to decipher the convoluted plot line of Lost, to the MadMen fans who hijacked the show's characters in the form of Twitter personas, playing Don and Betty true to their `60s personas.
To his credit, Rose doesn't simply regurgitate examples of current entertainment and gaming industry campaigns like Avatar or Grand Theft Auto. He frames the challenges and emerging formulas in light of all the story telling changes that have come before, from the serialized novels of Dickens, to the early breakthroughs created by D.W. Griffith that gave film its own identity as a medium, to the trans-media narratives about which Henry Jenkins writes so intelligently.
Multiple themes emerge in Rose's book.Read more ›
The process of immersion can take many forms, but the one that seems to trouble the traditional media practitioners the most is when "ordinary people" choose to engage with a story and decide to participate in the development of the characters and/or the storyline.
These uninvited contributions demonstrate how the Internet, in particular, has enabled many people to rediscover that innate human quality that most of us have not embraced since childhood - the storyteller within.
Mr. Rose offers an example of how someone unaffiliated with the production or distribution of the "Mad Men" television series decided to create a Twitter account for Betty Draper (a fictional character) and assumed that persona for the purpose of sharing her innermost thoughts. Apparently, other people have assumed the persona of various characters from the show and tweet about their thoughts as well.
How did the AMC cable channel executives react to this amazing act of engagement from the show's audience? They contacted Twitter and requested that all these accounts were shut down. Once the show's fans discovered what had happened, that decision was quickly reversed - with a regretful AMC blessing.
Rose summarizes this legacy media disruption phenomenon with the following assessment. "In the command-and-control world, we know who's telling the story; it's the author. But digital media have created an authorship crisis.Read more ›
Most Recent Customer Reviews
This book explains the modern phenomenon of gaming, fan fiction, wikis, shipping, and all that cool geeky stuff. Read morePublished 14 months ago by mandy
Some stories have way too much detail on how a media project was conceived and executed. otherwise, a great read.Published 18 months ago by Mario Vellandi
This is a great book. I teach communication technologies at the post-secondary level (4-year university) and this is a really well-written, comprehensive book. Read morePublished 21 months ago by SaraB
How is pop culture changing ? Our world is blending so much with fiction. This book examines how the levels of immersions are changingPublished 22 months ago by E. Lamberty
This book fascinated me from start to finish. It examines how readers and viewers are now immersed in our fictions in ways that previous generations could never have imagined. Read morePublished on April 18, 2014 by Robin Hobb
This is a great book, full of insights on the entertainment industry, and the mind set of the people behind its evolution. Read morePublished on February 11, 2014 by hdavidespinosa
I would recommend this to anyone studying media -particularly if the focus is on new media. This was an extremely helpful read in preparation for my thesis.Published on November 2, 2013 by fraz
Frank explains the new world of possible physical = digital = immersion. He is an interpreter writ large. Worth the read.Published on November 2, 2013 by Julie Anixter