Thursday, April 9, 2009

CH 24

Chapter 24 is yet another case study.  This one deals with the challenges and goals of writing an extremely complex educational exhibit for the Federal Reserve Bank of Boston.  The exhibit is designed to present the maximum amount of information in the most effective way possible.  The program used a script of two time travelers to "travel to the past" and reenact/visit key points in economic history.  The program incorporates slides, video, audio, lights, and more to ensure that the audience is both captivated and educated.  This chapter provided a nice example of a very plausible outlet for our multimedia writing talent.  I could see myself doing something like this in the future....maybe not that big, but something similar.

2 comments:

  1. Well . . . it seems that you didn't say much that I can comment on. It was a nice example, but do you really plan on doing this stuff?

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  2. hi jake, i think that your project verges on this same principle. using narrative in informational programs aims to educate the player -- at least that's what i see in the overall goal of the caveman game.

    although, yes, this chapter does resonate a more complex gaming plan.

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