Janet Murray

Janet Murray
Georgia Institute of Technology | GT · School of Literature, Communication, & Culture

About

36
Publications
23,969
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3,621
Citations
Introduction
Janet Murray is Associate Dean for Research in Liberal Arts and IAC Professor in the Graduate Program in Digital Media in the School of Literature, Media, and Communication at Georgia Tech. Janet does research in interactive narrative, game studies, interaction design, virtual /alternate reality. @janetmurray penlab.gatech.edu dilac.iac.gatech.edu inventingthemedium.com Updated Edition of Hamlet on the Holodeck (MIT Press) https://www.amazon.com/Hamlet-Holodeck-Future-Narrative-Cyberspace-dp-0262631873/dp/0262631873/ref=mt_paperback?_encoding=UTF8&me=&qid=1567379412 Inventing the Medium (MIT Press) https://www.amazon.com/gp/product/0262016141/ref=dbs_a_def_rwt_bibl_vppi_i1

Publications

Publications (36)
Book
https://www.amazon.com/gp/product/0262533480/ref=dbs_a_def_rwt_bibl_vppi_i0
Chapter
Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred internatio...
Conference Paper
Full-text available
New video platforms have enabled a wide variety of opportunities for rewatching video content. From streaming sites such as Netflix, Hulu, and HBO Now, to the proliferation of syndicated content on cable and satellite television, to new streaming devices for the home such as Roku and Apple TV, there are countless ways that people can rewatch movies...
Conference Paper
Full-text available
Transmedia storytelling enables a narrative to traverse various media platforms in order to create a richer storyworld. To achieve this goal, our group envisioned a product called GameBridge, which builds upon the concept of transmedia storytelling by implementing a cross-platform narrative. For our prototype, we decided to take the television show...
Conference Paper
Full-text available
The merger of television and digital technology allows TV producers to author increasingly complex narratives, which pose new challenges for modern audiences. The prototype presented here is targeted at viewers of HBO's Game of Thrones and utilizes manipulatable, tightly synchronized spatial visualizations to concretize complex character relationsh...
Conference Paper
United Universe is a second screen transmedia experience aimed at supporting understanding of a complex storyworld presented across media artifacts. Using the highly interconnected and allusive Marvel Cinematic Universe as a primary example, United Universe abstracts a story into the fundamental elements of characters, events, items, and locations,...
Article
Full-text available
The 'Universal Threshold Object' is a tangible device for television-like interactive narratives based on the TV show American Horror Story. The project uses gestural interactions with a tangible controller that provides haptic feedback as an interaction strategy to augment the narrative pleasures of immersion and dramatic agency. We leverage a bra...
Article
Full-text available
As television merges with digital technology, storytelling is becoming increasingly complex. Use of a second screen has become common, but academic research has focused on social applications and commercial applications have stressed community-building and trivia questions. Our survey of viewers reveals an unmet need for tightly synchronized second...
Conference Paper
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"Don't Open That Door" is a gesture-based interactive narrative project set in the universe of the TV show Supernatural. The project leverages expectations of the horror genre and fan knowledge of the show to elicit expressive interactions and provide satisfying dramatic responses within a seamless scenario in order to create dramatic agency for th...
Article
Although the current paradigm for expanded participatory storytellling is the "transmedia" exploitation of the same storyworld on multiple platforms, it can be more productive to think of the digital medium as a single platform, combining all the functionalities we now associate with networked computers, game consoles, and conventionally delivered...
Article
Full-text available
Long form TV narratives present multiple continuing characters and story arcs that last over multiple episodes and even over multiple seasons. Writers increasingly take pride in creating coherent and persistent story worlds with recurring characters and references to backstory. Since viewers may join the story at different points and different leve...
Conference Paper
Full-text available
Long form TV narratives present multiple continuing characters and story arcs that last over multiple episodes and even over multiple seasons. Writers increasingly take pride in creating coherent and persistent story worlds with recurring characters and references to backstory. Since viewers may join the story at different points and different leve...
Conference Paper
Full-text available
This paper proposes that we think of traditional story patterns as an available abstraction technology, containing strategies of parameterization and encapsulation that could be useful for creating digital narratives with meaningful variation of story elements. An example domain of a woman with two or more potential sexual/romantic partners is used...
Conference Paper
Using the iPad as a substitute for the remote control, and the Google TV platform as a model for a convergence information environment, StoryLines presents a timeline-based method of navigating news and episodic television in the context of rich archival resources. This approach allows us to present individual threads within a multisequential story...
Conference Paper
Full-text available
Enduring story patterns provide a rich source of variation that can be exploited by the creators of multiform digital stories. Stories of seduction and courtship, for example, reveal variations based on the "moral physics" of the story world including characters serving similar plot functions, such as seducer or suitor, who contrast with one anothe...
Conference Paper
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We suggest harvesting the power of multiplayer design to bridge content across different media platforms and develop player-driven cross-media experiences. This paper first argues to partially replace complex AI systems with multiplayer design strategies to provide the necessary level of flexibility in the content generation for cross-media applica...
Article
N. Katherine Hayles opens this survey of emerging literary forms with a playful fictional scenario of a "Scriptorium in turmoil" at the introduction of print technology, in order to remind us that "the place of writing is again in turmoil, roiled now not by the invention of print books but the emergence of electronic literature." Her aim is to addr...
Article
Full-text available
Digital games are an expanding popular cultural form and the focus of a new field of scholarship that has been concerned with defining games and establishing bound-aries between games and other phenomena. Studies of the coevolution of human cog-nition and culture can throw light on this discussion by putting gaming into a longer human perspective....
Article
Full-text available
Game studies, as a humanistic discipline, has no defined limits to its coverage, no single methodology, and no clear historical boundary. In short, the creation of a curriculum around games is an emerging practice in which research and education, theory and practice, art and commerce, and existing disciplinary boundaries all continue changing in ch...
Conference Paper
Making you cry is the folk wisdom test for strong narrative involvement, and has long been proposed as a reachable but distant goal for digital games. Immersion is a related phenomenon which has been difficult to achieve in Virtual Reality and Mixed Reality research projects, but reliably achieved in theme park rides by integrating interactivity wi...
Chapter
Story making is a core cognitive and cultural strategy of human beings that contributes to understanding complex phenomena and to social organization. Narratives are abstraction systems, which computers are assimilating through emerging traditions of gaming and interactive story telling. Organizational simulation can be represented as a story-syste...
Conference Paper
Full-text available
Argues against the Game Essentialist ludo-formalist exclusion of narrative-focused discourse about games (reductively misnamed "narratology"), by affirming that games and stories are distinct but overlapping cultural genres and that no one group can prescribe what are the appropriate interpretative frameworks for games.
Article
Obra que analiza las propiedades, ventajas, reacciones y significados que ofrece la narrativa interactiva frente a la narrativa lineal para entender cómo las historias median nuestra forma de pensar el mundo.
Article
Describes an interactive computer simulation where the student assumes the role of a reporter searching for a missing biologist in Columbia. The search involves simulated news broadcasts, documentary footage, and interviews with Colombians, all in Spanish. The student accesses help via electronic archives (translated words) and faxing the editor. (...
Article
Full-text available
only to those who are studying games as abstract rule systems (Aarseth 2004).

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Projects (2)
Project
See my blog http://inventingthemedium.com and @janetmurray professional twittering and my lab site http://etv.gatech.edu for latest projects