Happy New Year and Welcome to 2012

Happy New Year!

To all the story tellers in the world we’re living in exciting times.

Here’s to a wonderful year of creation, innovation and appreciation.

It’s all about the story!

Frank Rose on ‘Transmedia’ at the 2011 CaT Conference in New York

The points of difference between Transmedia storytelling and traditional storytelling are that the story is:
– Non-linear
– Participatory (engage + share)
– Has immersive possibilities.

Writers today must give forethought to the development stage of Transmedia by seeding their stories with possible multiple platform extensions.

Similarities between Transmedia storytelling and traditional storytelling are:
– Story still has a beginning, middle and end
– They both build aspirational story worlds (“I want to be there”), rich with backstory and futures.

Frank Rose is the author of the amazing book ‘The Art of Immersion’.

Why Kiss Kill Breaks New Ground in the Telling of ‘Story’

Kiss Kill is ground-breaking as a way of telling a story for the following reasons:

1) It’s a story told using multiple text types, not just prose narrative.
2) It is transmedia, incorporating a character blog, YouTube performance (How Do You define a Man?) and iTunes (Thought I Knew You), Facebook and Twitter @kisskilldigital
3) It is a story of relationship abuse where the abuser is the female and the victim is a 16 year old male.
4) Kiss Kill has permission to link with Headspace and Mensline Australia.
5) It is framed in philosophy which is only beginning to be taught in Australian Schools.
6) Humour is used as the voice of young males.

Digital Book World 2012 Conference

Am so enamoured with this conference line-up I’m going to blog it!

Children’s Publishing Goes Digital

Presented by Publisher’s Launch Conference

The takeoff of tablets and the proliferation of smart phones are igniting opportunities for digital children’s books — interactive ebooks, apps, learning products and online communities — that are vastly different from both the maturing adult ebook market and traditional children’s board books and chapter books. A flood of new entrants is reinventing — and supplementing — children’s publishing, from classic illustrated story books through to middle grade and YA. Children’s Publishing Goes Digital looks closely at this disruption and how the marketplace for children’s content will change in the coming year, and what publishers need to know about this new continuum of content, games, animation and interactivity. This will be the first of a series of events created by Publishers Launch Conferences, in conjunction with Lorraine Shanley of Market Partners, to address digital publishing strategies for children’s book professionals.

To learn more from Publisher’s Launch Conference – Click Here!

To Register for the Children’s Publishing Goes Digital – Click Here!

Children’s Publishing Goes Digital Program

8:45-9:30 am: Traditionalists Gone Digital
Though there are many new players entering the digital children’s market, traditional publishers are also innovating in the digital realm. What routes are publishers taking to develop digital content, and to market this and traditional print, online? What have been the challenges and successes through the transition into digital, and what do publishers see as being the future of children’s content—games, animation, or ebooks? Representatives from Macmillan, HarperCollins, and Alloy take on these questions and more in this discussion of what it means to be a traditional children’s publisher moving into the digital world.
Speakers: Josh Bank, Alloy Entertainment
Jonathan Yaged, Macmillan

Corinne Helman, HarperCollins

9:30-10:00am: Sizing up the Children’s Market
Kelly Gallagher, VP of Publishing Services at RR Bowker, will present findings from a study PubTrack and its UK partner, BML, on the current children’s print and ebook market.

Speaker: Kelly Gallagher, RR Bowker

10:00-10:45am: New Players, New Partners
Digital media companies developing apps and ebooks for children are using their skills in animation and gaming – and often new sources of content –to move into the “space” in the children’s market that publishers used to have for themselves. Who are these new players, and what impact will their products have on the established children’s book market? What role do they see their products playing in the future of book-like content, and how do they see themselves interacting with traditional publishers? Insight into new players will come fast and furiously as five companies will have five minutes each to pitch their new initiatives.
Speakers: Rick Richter, Ruckus Media

Lisa Holton, Fourth Story Media

10:45-11:15 am: Break

11:15 -11:45 am: Nook and Children’s Interactive eBooks and apps
Kevin O’Connor and Wendy Bronfin talk about Nook Color and its work with children’s interactive ebooks and apps. They will be joined by a children’s author in conversation about developing children’s books and apps for the color tablet and what the technical implications are of developing an interactive product to make the most of the development costs.
Speakers: Kevin O’Connor

Wendy Bronfin

11:45 -12:15 pm: What Trends Are Emerging for Children – and their Parents?
Two futurists talk about their analyses of where the market is going, and what the biggest influences are on children, and their parents.
Speakers: Amy Henry, Youth Beat

Ira Mayer, EPM Communications

12:15 -1:30 pm: Lunch

1:30-2 pm: Russell Hampton

Russell Hampton, president of Disney Worldwide, presents on Disney’s approach to turning its popular franchises into Disney Digital Books.

2:00-2:45 pm: Education Meets Digital
With the interactive capabilities of ebooks and apps, how are publishers and developers creating new
opportunities for education? What new innovations are emerging in the edutainment market, and how
are they accommodating new technologies as they develop their products? What type of interaction is
most effective to capture and maintain the interest of their target audience, and how do new apps and
ebooks grow with their readers? Developers explore these questions as they talk about new systems
and products that are combining the classroom with technology.
Speakers: Emi Abramzon, Panarea

Neal Goff, Egremont Associates (Moderator)

2:45-3:15 pm: Break

3:15 – 3:50pm: Jennifer Perry: How to Reach and Teach Preschoolers with Digital Books
Jennifer Perry, VP Global Publishing at Sesame Workshop, will talk about her organization’s qualitative research efforts with parents and children exploring how children use apps. Perry will also share Sesame Workshop’s experience creating 150 ebooks and 25 apps, and discuss its global expansion in digital media and how they will make it work with its 140 publishing licensees.

Speaker: Jennifer Perry, Sesame Workshop

3:50-4:40 pm: Marketing to a Community
Online communities and media that have already captured the attention of young readers constitute an important resource that publishers must employ. What sites and communities are most beneficial to children’s content developers, and to what extent do publishers need to customize their campaigns based on the communities they target? What are the ways in which publishers are reaching out to these communities/websites to make their books more visible? Panelists from the media will talk with a marketing executive about their experiences developing an audience among young readers and how they are working with publishers to promote books and apps.

Speaker: Laura Dail, Literary Agent

4:40 -5:00 pm: Closing Remarks

Future of the Book BookCamp Melbourne Writer’s Festival 2 Sept 2011

Interesting Things to Follow-Up from Non-Linear Narrative Session

1) Video Game Stories by Harrison Polites

Here are a few interesting video game stories that I have stumbled upon. Hopefully this will prove that video game story telling is much more in-depth than the general public realise. These aren’t quick video’s either. Some may require a little commitment in order to get a sense of the game’s story.

Its pretty self explanatory with each set of videos. Just follow the numbers in the title of the video and you shouldn’t get lost. Email me if there are any problems. Here’s what I found:

Heavy Rain – Playstation 3.
A plot driven murder mystery where the plot develops based on choices made by the player. Tthis was the few games I could remember that does separate story-telling and gameplay. It’s considered by gamers to be one of the most innovate story driven games. Despite not being as ‘action oriented’ as other games it still sold quite well. The games hyper-realism means that there are some mundane opening scenes – but it really picks up about half way through. . They are all in order on this page.

Bioshock – Playstation 3
The story is told through ‘radio’ messages the player receives through out the game. Its about a 1940’s underwater utopia gone wrong. A city that was built with the sole principal of not binding progress with ethics or socialism. A pure capitalist society. Chaos ensues When they discover how to alter DNA and give humans super-natural abilities. It serves as the catalyst for a class struggle that tears the city apart. Since there is no separation between story and gameplay- you will need to watch the entire game to understand the story. . It is quite scary and gruesome at times – you have been warned.

Final Fantasy X – Playstation 2
My favourite video game story. It has it all: A father-son conflict, love interest, conspiracy, religion, interesting characters and full of plot twists that are really well worked into the story. I may be idealising – I first played this game when I was 14 and only realised how entangled and meaningful the story was after a re-played it last year. This one may be the easiest to watch, as people have created story only videos which cut out gameplay. – this is the most summarised version. Though the quality isn’t great. It will give you a general sense of the story.

2) Visit From the Goon Squad (2010) is a work of fiction by American author Jennifer Egan.
An unusual narrative structure.
3) Inanimate Alice by Kate Pullinger
Transmedia fiction, A digital Novel

4) ‘The Ozymandias project’: a digital anthology of creative writing by Andraya Stapp-Gaunt. Article makes reference to Petrelli and Wright.
Andraya Stapp-Gaunt “‘The Ozymandias project’: a digital anthology of creative writing”. Literacy Learning: The Middle Years. 05 Sep, 2011.
5) Petrelli, D. and Wright, H. (2009). ‘On the writing, reading and publishing of digital stories’
PETRELLI, Daniela and WRIGHT, Hazel ‘On the writing, reading and publishing of digital stories’

Available from Sheffield Hallam University Research Archive (SHURA) at:

6) Campbell’s Book of Waste
7) How to Make Gravy: A to Z, A Mongrel Memoir Author: Paul Kelly
8) ‘This One Time’ collection
‘This One Time …’ is a collection of surprising true stories, the sort of stories you might share with friends or hear from a stranger at a party. Published by

The intereractive section showcases works that allow the reader to interact with the story’s narrative and characters. You can find out more about each of the subgenres by following the links to Interactive Fiction, Art Games, Alternate Reality Games, Hypertexts

9) Publisher
The Electronic Literature Organization (ELO) is a 501(c)(3) nonprofit organization established in 1999 to promote and facilitate the writing, publishing, and reading of electronic literature. Since its formation, the Electronic Literature Organization has worked to assist writers and publishers in bringing their literary works to a wider, global readership and to provide them with the infrastructure necessary to reach one another.
10) Max Barry Machine Man

Interesting Things to Follow-Up from Non-Linear Narrative Session

11) Splitting Image is one of Australia’s most technologically advanced digital Pre-Press companies, servicing Publishers, Graphic Designers, Photographers and Printers.

12) Kate Pullinger
Transliteracy is currently defined as ‘the ability to read, write and interact across a range of platforms, tools and media from signing and orality through handwriting, print, TV, radio and film, to digital social networks.’
See Flight Paths and Inanimate Alice