ABSTRACT

In every field of mass communications—advertising, entertainment studies, journalism, public relations, radio-television-film, tourism, and visual reporting—professionals understand the importance of storytelling. Regardless of whether the finished product is a commercial, an in-depth investigative piece, a public service campaign, an independent documentary, a travelogue, or a collection of photographs, effective storytelling requires a combination of creativity, empathy, and expertise. Through the innovative technologies and techniques described in this textbook, students will learn how to turn passive readers and viewers into engaged and regular users.

The sixteen chapters each include a brief introduction, assignments, simple-to-follow step-by-step exercises, and sources for additional information in which users will learn to produce apps, informational graphics, quick response codes, quizzes, simulations, smartphone and table icons, social media campaigns, three-dimensional pictures, and video. Students will work with the following programs: Blogger, Dreamweaver, Excel, Facebook, GeoCommons, Google Maps, Illustrator, Imgur, iMovie, Infogram, iShowU, JavaScript, JustGive, Kaywa, Kickstarter, LinkedIn, Onvert, Photoshop, Pixel Resort, QuickTime, Reddit, Second Life, SurveyMonkey, TheAppBuilder, Twitter, Vizualize, Wikipedia, Word, WordPress, and YouTube.

When digital innovations are added to traditional print and screen presentations, a media user is not only allowed to interact with the information but can also physically engage with the story displayed. Giving students the tools they need to transform their storytelling in this manner is the ultimate goal of this textbook.

part I|43 pages

Essential Knowledge

chapter 1|10 pages

A Historical Perspective

chapter 2|10 pages

Digital Media Consumer Types

chapter 3|9 pages

Ethical and Legal Considerations

chapter 4|11 pages

Visual Aesthetics

part II|47 pages

User-Generated Content

chapter II 5|9 pages

Social Networks

chapter II 6|14 pages

Virtual Communities

chapter II 7|21 pages

Virtual Reality

part III|69 pages

Database-Generated Content

chapter III 8|13 pages

Suggestive Innovations

chapter III 9|25 pages

Personalization

chapter III 10|27 pages

Mapping

part IV|78 pages

Software-Driven Content

chapter IV 11|16 pages

Games

chapter IV 12|12 pages

Simulations

chapter IV 13|9 pages

QR Codes

chapter IV 14|16 pages

3D Displays

chapter IV 15|22 pages

Apps

part V|13 pages

Immersive Experiences

chapter 16|11 pages

Transmedia Storytelling

chapter |3 pages

Conclusion

Tell Stories That Engage