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The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
 
 

The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories [Kindle Edition]

Frank Rose
5.0 out of 5 stars  See all reviews (2 customer reviews)

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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

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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.

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Most Helpful Customer Reviews
By Robksw
Format:Hardcover|Amazon Verified Purchase
Must read for anyone who is interested in digital and storytelling - to my mind that's pretty much anyone who is breathing.
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the art of immersion 10 Feb 2012
By nicole
Format:Hardcover
really nicely written. engageing. learning through reading about case studies
would recomend it to everyone who is interested in storytelling and how costumers engage with
characters and take their story further (movies)
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Amazon.com:  12 reviews
15 of 16 people found the following review helpful
I Was Not Immersed In This Book 4 May 2011
By Justin Hyde - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
Rose's new book, The Art of Immersion, provides an interesting behind-the-scenes look into the conception, creation, and promotion of many products of popular media from Christopher Nolan's film The Dark Knight to Xbox's Halo; from George Lucas' Star Wars suite to the Nine Inch Nails' album Year Zero; from ABC's Lost to Evan Williams' sites Blogger and Twitter.

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? What effect does this have on our culture? Are there any positive or negative consequences? What can we expect for the future of media? Etc. Rose's point that media has changed to be more immersive is obvious and could have been articulated clearly in an introduction. I hoped he would go deeper.

The Art of Immersion is interesting at points and offers its readers great tidbits about their favorite television shows, films, music, and websites. But it left this reader wanting more.
15 of 17 people found the following review helpful
The Internet is teaching us new ways of storytelling 14 Feb 2011
By Edward Boches - Published on Amazon.com
Format:Hardcover
"The Internet is trying very, very hard to tell us." That quote is from Elan Lee, one of the early pioneers of Alternate Reality Games. Lee created I Love Bees to promote the Xbox game Halo 2, and was part of the 42 Entertainment team (along with Alex Lieu and Susan Bonds) behind Year Zero, which engaged thousands of Nine Inch Nails fans in the creation of a story around the album of the same name.

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. The first is that conventional entertainment doesn't work they way it used to. We know that just from looking at the numbers. Box office sales, DVD sales, music sales have all plummeted in recent years.

Secondly, the command and control world of the author (or auteur in the film world) is over. As soon as the audience can step in, create content and direct, the old model crumbles.

Three, stories and games have become more inextricably linked than ever. A game may never be able to offer the full "sensory wallop" of a motion picture, but they certainly allow the viewer to insert himself directly into the experience. Given the desire to participate, games become a magical way to connect and influence.

And four, it's normal for there to be confusion and even resistance as a new definition of story telling develops and movie makers, publishers and ad agencies all struggle to figure it out.

One of my favorite quotes in the book, memorable to any film student of the 70s or 80s, is from Jean Luc Godard, the French New Wave director whose approach to story telling challenged Hollywood and even French convention. Asked if a story shouldn't have a beginning, middle and end, he answered, "Of course, just not necessarily in that order."

Today's question might be, "Shouldn't every story have an author?" The answer might be, "Of course, but why limit it to one."
9 of 11 people found the following review helpful
Good, but not quite what I envisioned 22 Mar 2011
By HP Seaton - Published on Amazon.com
Format:Hardcover
I wanted a lot from this book, but didn't get quite enough to satisfy. I was surprised that Mr. Rose had a lot of discussion about various television shows, including 'Lost' and 'The Office', yet not even a mention of a true pioneering web show like 'The Guild'. And can we have a discussion of the digital generation without an in depth examination of The World of Warcraft phenomenon? It gets a one page mention.

I felt at several times that I was being told what was 'cool' in the digital universe. I had hoped for a more careful examination of the art of immersion, less a history lesson on how mainstream media tries to make money off the marriage of old technology and new.

I would, however, recommend this book on the strength of just one chapter, 'Control'. In it Mr. Rose examines piracy and controlling copyright in this digital age. I would go so far as to say that politicians should have to read this chapter before saying one damn word on digital piracy.
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Popular Highlights

 (What's this?)
&quote;
Combine the emotional impact of stories with the first-person involvement of games and you can create an extremely powerful experience. &quote;
Highlighted by 72 Kindle users
&quote;
We know this much: people want to be immersed. They want to get involved in a story, to carve out a role for themselves, to make it their own. &quote;
Highlighted by 68 Kindle users
&quote;
We live in a moment when two modes of popular culture are vying for supremacy: passivity versus participation. Mass media versus deep media. Mass media are industrial, manufactured by someone else and consumed by you. The deep-media experience is digital; it offers a way to participate. &quote;
Highlighted by 62 Kindle users

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