The age of storytelling through new media.

Janet Murray, the creator of the word cyberdrama, uses it to talk about a new way of storytelling and new types of stories that she sees coming together as the computer is now becoming an open channel. Cyberdrama is what now tells the stories of our lives now just as the novels and books tell the stories of the past and different cultures. Murray writes, “the enactment of the story in the particular fictional space of the computer.” New media has become a place were we are allowed to voice our opinions, be creative, and create art. This medium allows us to tell our own stories as we see life in our own personal views.

It is commonly established that cyberdrama gives human contributors an experience of “intervention.” This means that the member’s behavior have a positive and reasonable impact on the world the computer presents to them. Other things that were defined by Murray is immersion and transformation. “To achieve these goals through a combination of experience design, computer graphics, and artificial intelligence — especially in a form reminiscent of interactive Shakespearian tragedy — has become a sort of “holy grail” for cyberdrama.”

There are great problems in completing these goals, butmthere are authors that are still continuing to work dynamically on the purpose and growth of cyberdramatic experiences. Them and many others imagine that a large number of new media’s most effective creations are because of cyberdrama. Majority of the reason for this can be because cyberdrama is a great force of imagination even if the world has yet to realize this. Cyberdrama is a way to merge the structures of games and stories, and “many of cyberdrama’s harshest critiques come from those who believe this to be impossible.”

Murray says that the “game-story” question is fundamentally misformulated. She further explains that games and stories have two structures in common she says The first structure is the contest, the meeting of opponents in pursuit of mutually exclusive aims. This is a structure of human experience, of course, from parenting to courtship to war, and as a cognitive structure it may have evolved as a survival mechanism in the original struggle of predator and prey in the primeval world,” and the second structure “is the puzzle, which can also be seen as a contest between the reader/player and the author/game-designer. In a puzzle story, the challenge is to the mind, and the pacing is often one of open-ended rearranging rather than turn-based moves. Mystery stories are puzzles, and are often evaluated as games in terms of how challenging and fairly constructed they are.”

In conclusion cyberdrama has brought about a new way of creativity for all participants world wide.This has become a new social culture allowing all people to be able to tell their stories online through there own point of view even though there are gatekeepers and rules to be followed cyberdrama has made it less strict and more user friendly.

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