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Digital storytelling is a short form of digital media production that allows everyday people to create and share their stories online. The method is frequently used in schools, [ 1 ] [ 2 ] [ 3 ] museums, [ 4 ] libraries, [ 5 ] social work and health settings, [ 6 ] [ 7 ] and communities. [ 8 ]
Interactive storytelling (also known as interactive drama) is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user (also reader or player) experiences a unique story based on their interactions with the story world.
An interactive storybook (or CD-ROM storybook) is a children's story packaged with animated graphics, sound or other interactive elements (e.g., word pronunciation). Such stories are usually published as software on CD-ROMs.
Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling) is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies.
Electronic literature or digital literature is a genre of literature where digital capabilities such as interactivity, multimodality or algorithmic text generation are used aesthetically. [1] Works of electronic literature are usually intended to be read on digital devices, such as computers , tablets , and mobile phones .
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Some other web examples of hypertext fiction include Stuart Moulthrop's Hegirascope (1995, 1997), The Unknown (which won the trAce/Alt X award in 1998), The Company Therapist (1996–1999) (which won Net Magazine's "Entertainment Site of the Year"), and Caitlin Fisher's These Waves of Girls (2001) (which won the ELO award for fiction in 2001).
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