Review
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 reframed my ideas about both movies and games. Future-spotting doesn't get much better than this. -- Kevin Kelly, author of What Technology Wants
Frank Rose has written 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 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 movies or a TV show in quite the same way.
--Peter Biskind, author of Star and Down and Dirty Pictures
Frank Rose has written 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 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 movies or a TV show in quite the same way.
--Peter Biskind, author of Star and Down and Dirty Pictures
Product Description
Not long ago we were spectators, passive consumers of mass media. Now, on YouTube and blogs and Facebook and Twitter, we are media. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Frank Rose introduces us to the people who are reshaping media for a two-way world, changing how we play, how we communicate, and how we think.

