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Disney Stories

Getting to Digital

  • Book
  • © 2012

Overview

  • Highlights how technological innovation made Disney’s characters and stories more engaging for audiences
  • Explores how Disney uses contemporary gaming and online environments to create interactive stories
  • Presents an insider’s look at the creation process for their digital games, including The Lion King Animated Story Book, Disney Blast and Toontown
  • Includes supplementary material: sn.pub/extras

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Table of contents (16 chapters)

  1. An Interview with Roy E. Disney

  2. Stories Across Media

  3. From Gags to Stories

  4. From Watching to Experiencing Across Media

  5. From Interacting to Creating and Sharing

Keywords

About this book

Disney Stories: Getting to Digital explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet.

Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, Disney Stories: Getting to Digital explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences.

Through an insider’s perspective of Disney’s legendary creation process, the book closely examines how the Disney Company moved its stories into the digital world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take partin their creation process through their online games, including The Lion King Animated Story Book, Disney Blast and Toontown.

Disney Stories: Getting to Digital is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.

Reviews

An affectionate portrait of how 'the mouse' learned to use the mouse. 

                -- Alan Kay, President, Viewpoints Research Institute

Authors and Affiliations

  • Newton Lee Laboratories, LLC, Tujunga, USA

    Newton Lee

  • , School of Literature, Communications, Georgia Institute of Technology, Atlanta, USA

    Krystina Madej

About the authors

Newton Lee is CEO of Newton Lee Laboratories, president of the Institute for Education, Research, and Scholarships, and founder and co-editor-in-chief of ACM Computers in Entertainment. During a decade of tenure at Disney Online from 1996 to 2006, he led the technical team of the Disney Online Games Group in producing over 100 online games and activities for Disney's websites including Disney.com and Disney’s Blast.

Krystina Madej is Visiting Assistant Professor at the School for Literature, Culture and Communication at Georgia Institute of Technology, Atlanta, and Adjunct Professor with the School for Interactive Arts and Technology at Simon Fraser University, Vancouver. For many years her research interest has been the characteristics of narrative that create meaning, especially those that are shared across print and digital media. Before returning to academia in 1999 she enjoyed a successful career as a communications designer.

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