From Page to Pixel: Exploring the power of mediums, technology, and audience expectations in experience

<p xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" class="first" dir="auto" id="d4043696e55">This paper examines how different storytelling mediums (such as books, animation, film, gaming, sculpture or virtual reality) excel in distinct ways, shaping the audience's experience and emotional response. It delves into the implications of cross-medium adaptations, exploring both successes and failures, with a focus on how technology and immersive formats have redefined storytelling. Through case studies such as Coraline, Game of Thrones, and the rise of immersive media like VR and gaming, this paper highlights how creators must consider medium, technology, and audience preferences to craft compelling narratives.

Authors

Publication Details

Journal
Electronic workshops in computing
Published
2025-01-01
DOI
https://doi.org/10.14236/ewic/eva2025.28
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

From Page to Pixel: Exploring the power of mediums, technology, and audience expectations in experience

Catherine McAllister
Electronic workshops in computing
Digital Games and Media
article

From Page to Pixel: Exploring the power of mediums, technology, and audience expectations in experience

Catherine McAllister
article en

Abstract

<p xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" class="first" dir="auto" id="d4043696e55">This paper examines how different storytelling mediums (such as books, animation, film, gaming, sculpture or virtual reality) excel in distinct ways, shaping the audience's experience and emotional response. It delves into the implications of cross-medium adaptations, exploring both successes and failures, with a focus on how technology and immersive formats have redefined storytelling. Through case studies such as Coraline, Game of Thrones, and the rise of immersive media like VR and gaming, this paper highlights how creators must consider medium, technology, and audience preferences to craft compelling narratives.

Electronic workshops in computing
Openalex Percentile: Top 79%
Digital Games and Media
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