Abstract
Storytelling has a lengthy old tradition, and the reasons why stories have been told are manifold: for entertainment, to transfer knowledge between generations, to keep cultural heritage, or as warnings for others. The emergence of digitalization of media brought many new possibilities to tell stories - also in serious and non-entertainment contexts. Serious gaming, thus gaming without an entertainment purpose, is just one simple example. Within the scope of this paper, we introduce the term serious storytelling as a new potential media genre - serious storytelling, thus storytelling without entertainment purpose.
| Original language | English |
|---|---|
| Title of host publication | 7th International Workshop on Semantic Ambient Media Experiences, SAME 2014 |
| Subtitle of host publication | Ambient Media Usability, Interaction and Smart Media Technologies |
| Publisher | International Ambient Media Association (iAMEA) |
| Pages | 29-33 |
| Number of pages | 5 |
| ISBN (Electronic) | 9781510800168 |
| Publication status | Published - 2014 |
| MoE publication type | A4 Conference publication |
| Event | International Workshop on Semantic Ambient Media Experiences: Ambient Media Usability, Interaction and Smart Media Technologies - Helsinki, Finland Duration: 26 Oct 2014 → 26 Oct 2016 Conference number: 7 |
Workshop
| Workshop | International Workshop on Semantic Ambient Media Experiences |
|---|---|
| Abbreviated title | SAME |
| Country/Territory | Finland |
| City | Helsinki |
| Period | 26/10/2014 → 26/10/2016 |
Keywords
- Digital narratives
- ELearning
- Persuasive messages
- Serious games
- Serious storytelling