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Stories Across Media

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Abstract

The early 1990s was a heady time for interactive digital stories. Just a few years earlier, in 1987, Amanda Goodenough had used the newly- released HyperCard to write the first interactive digital story , Inigo Gets Out . Her motivation? To capture the traditional storytelling atmosphere her grandmother had created for her when she was a young child: a vital interactive environment in which her grandmother would say, “what do you think happens next?” and in which the lines were never the same. The stories her grandmother told became Amanda’s as she helped shape them with her own interpretations and brought them into her everyday reality. In Amanda’s interactive story , children make Inigo’s actions their own. “Children know intuitively where to click,” and how to make the story happen. It is no longer a “print” story, with words and pictures on a page, but a virtual story environment with which to interact and in which things can be made to happen.

Online photos and graphics provide extra detail and are identified by urls the reader can refer to. This additional reference information will be particularly beneficial as an enhancement for the online version of this book. URLs are current at time of printing.

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Notes

  1. 1.

    Inigo Gets Out is the first interactive digital story created in 1987 by Amanda Goodenough using the HyperCard program. Photo of Inigo Gets Out :http://www.smackerel.net/black_white_03.html.

  2. 2.

    Mixed-up Mother Goose was first released by Sierra On-Line in 1988. Designed as an adventure game for toddlers, it brought them into a fantasy world of nursery rhymes. Great gameplay and engaging graphics (for the time) made it a very popular story game. Cover of Mixed-Up Mother Goose : http://www.mobygames.com/game/amiga/mixed-up-mother-goose. Screen shot of Mixed-Up Mother Goose : http://gamrreview.vgchartz.com/screens/16935/mixed-up-mother-goose/2/.

  3. 3.

    “What those first artists invented was a language of signs for which there will never be a Rosetta stone; perspective, a technique that was not rediscovered until the Athenian Golden Age; and a bestiary of such vitality and finesse that, by the flicker of torchlight the animals seem to surge from the walls, and move across them like figures in a magic lantern show (in that sense, the artists invented animation).”—Judith Thurman. Photo of Chauvet Caves: http://atlantisonline.smfforfree2.com/index.php?topic = 19325.0. Quote from Thurman: http://www.newyorker.com/reporting/2008/06/23/080623fa_fact_thurman.

  4. 4.

    Walt worked for the Kansas City Slide Company for two years from 1920 until 1922 learning the animation trade. Photo of Kansas City Slide Company: http://www.ncs-glc.com/GLC/ed_black/disney/disney1.html.

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Correspondence to Newton Lee .

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© 2012 Springer Science+Business Media, LLC

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Lee, N., Madej, K. (2012). Stories Across Media. In: Disney Stories. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-2101-6_2

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  • DOI: https://doi.org/10.1007/978-1-4614-2101-6_2

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  • Publisher Name: Springer, New York, NY

  • Print ISBN: 978-1-4614-2100-9

  • Online ISBN: 978-1-4614-2101-6

  • eBook Packages: Computer ScienceComputer Science (R0)

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