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022_000040/0000

Digital media and storytelling in higher education

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Author
Anita Lanszki
Field of science
Kultúrakutatás, kulturális sokféleség / Cultural studies, cultural diversity (12950), Kommunikációs hálózatok, média, információs társadalom / Communication networks, media, information society (10104), Pedagógia / Pedagogy (12910)
Type of publication
monográfia
022_000040/0054
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022_000040/0054

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54] Digital Media and Storytelling in Higher Education the video they want to continue the story with. The 61-episode show-play narrative has 31 possible outcomes. The involvement of the viewer, and thus a more intense experience of interactivity, is reinforced by a cinematic language trick: the use of a subjective camera. The main characters of the story are the robbers, played by a famous American YouTuber Markiplier (Mark Fischbach) and the viewer. Markiplier is constantly talking to the viewer, creating a virtual quasi-conversation while looking into the camera." The creator has previously published a similar style of interactive comedy entitled A Date With Markiplier, which was released on Valentines Day in February 2017." In the late 2010s, HBO sought to take advantage of the latest technology to achieve viewer interactivity. After the second season of the highly successful Westworld series, in 2018 it launched a game on its 360i platform called Westworld: The Maze.'* In the game, the interactors can select the elements using their own voice. The game features 60 narrative paths and 32 different deaths that the interactor can experience.” On Netflix there are more and more animated and feature films featuring interactive versions, where viewers can navigate through non-linear sequences using remote controls, game consoles and smart devices. The streaming service first launched a standalone interactive narrative for adults in 2018 with the longest episode of the famous Black Mirror series entitled Bandersnatch. The narrative has twenty possible endings and varies in length from 40 to 90 minutes depending on the viewer's choices. Through the choices, the viewer is placed in moral dilemmas while watching the film; if the viewer feels that the wrong choice has been made, he or she can return to the point of the previous decision (Päträscanu, 2021). In the case that the viewer does not make a choice, the next scene is chosen randomly. Another interactive show on Netflix is Bear Grylls’ eight-episode interactive reality show You vs Wild." 2.2 Narrative Video Games Video games are built on narrative schemas to varying degrees. Narratives are least common in casual, task-solving games played on mobile devices, and are more common in video games where the player is asked to unravel the mysteries of a story. The majority of video games, however, fall between these two extremities and are characterized by a narrative framework for the tasks performed in the game. 4° https://thestoryfix.blog/2019/10/23/trailer-youtubes-first-interactive-series/ 5 https://www.youtube.com/watch?v=yyU_1JD2wuA 16 https://www.360i.com/work/westworld-maze/index.html 7 https://www.dentsu.com/hu/hu/munkaink/case-studies-360i-hbo ® https://www.netflix.com/huftitle/80227574

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