Taking Horror Interactive: Neal Edelstein on Haunting Melissa | Filmmaker Magazine


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‘As the producer of films like The Ring and Mulholland Drive, Neal Edelstein is no stranger to horror films and thrillers. And with his new project, Haunting Melissa, he’s moved beyond traditional pictures with his first immersive production for iPad and iPhone. Available for free in the App Store, Haunting Melissa centers around the search for a girl who vanished from the farmhouse where her mother had earlier gone insane, but this story is told in a succession of videos released to the viewer in seemingly random bursts. The temporal extension – and unexpected timing – of the narrative through these push notifications brings the story into viewers’ lives over time, while the intimate viewing method of holding the screen and listening through headphones brings it into close physical proximity. Taking these characteristics of the viewing experience into account was one of the prime creative directives of producing Haunting Melissa, as Edelstein explains….’

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‘Blair Witch Project’ Creators Produce Choose-Your-Own-Adventure Film for Infiniti


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‘Luxury auto brand Infiniti has turned to “The Blair Witch Project” producers to create “Deja View,” an innovative new piece of branded entertainment that embraces a choose-your-own-adventure storytelling model and digital platforms, including websites and smartphones, to unfold a mystery.

 

In developing “Deja View,” producers wanted to create an online filmthat adapts to the viewer, depending on their conversations with the onscreen characters.

 

Viewers who want to participate call 877-777-3785 to start the story….’

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Suzanne Collins Breaks Silence to Support ‘The Hunger Games: Catching Fire’


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‘Suzanne Collins, the author of the blockbuster “The Hunger Games” young adult book series doesn’t give many interviews. She usually shies away from press, preferring to let the characters in her novels do the talking.

 

But for “The Hunger Games: Catching Fire,” Collins is making her voice heard in support of the film’s elaborate marketing campaign, shepherded by Lionsgate’s Tim Palen, that took a two-pronged approach — launching a traditional film campaign with posters, trailers and billboards, and another that played up the over-the-top world and characters of the Capitol city of Panem….’

 

 

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Are Video Games the New Docs? – Point of View Magazine


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Far from mere escapism, video games might be an ideal medium for exploring social issues. And as Pipe Trouble proves, they can make some people very uncomfortable.

 

“Had the project existed only as a documentary, media outlets likely would not have batted an eyelash about the thematic inclusion of ecoterrorism, but videogames seem to be perceived differently.

“There’s an assumption that games are for kids—not for that 18-to-35 audience we were trying to hit,” Jansen says. In fact, according to the ESAC, the average Canadian gamer is 31.”

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Simon Staffans on Mobile, transmedia and timing


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Rob Pratten had a brief but excellent post up on Transmedia Coalition the other day, entitled ”The 5Rs of Mobile in Transmedia Storytelling”. To recapitalize briefly, the gist of the post were that – as inspiration and guidance when including mobile in a transmedia project – the ”5 Rs” should be considered. These were, in order, Read, Reveal, Record, Receive and React, each highlighting a different use of a mobile device in the context of a transmedia project….

 

The Guardian and Financial Times released some quite interesting figureson how people access their content. Spikes at lunch breaks are to be expected, but the fact that their web sites was the prime point of access during day time, while their respective apps were in use during breakfast, commute and before bed time, is interesting. Another find – which should come as no surprise either – is that tablets are in use over the weekends, when longer texts, for instance those on entertainment news and arts are accessed….’

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