Digital Storytelling: A Creator’s Guide to Interactive Entertainment. This book has gone through several editions, the most recent the third edition from 2014.
ETA: There is now a new 4th Edition available, which readers may find more relevant. It is not the same edition reviewed here, but it is more current.
Miller is interested in works that are digitally delivered, interactive, non-linear, narrative, with distinct characters, participatory and navigable. Each of her chapters ends with some idea-generating exercises to help you brainstorm about the topics she’s just raised.
Unlike many of the books I’ve been surveying recently, this one is not specifically focused on games or the game industry; instead, it’s looking from a storyteller’s perspective at how to deliver experiences for which the page of a book is not necessarily sufficient. That in itself gives it a rather different flavor: many games writing books are quick to identify the ways in which their game genres are constraining or limiting, or present “challenges”. By contrast, Digital Storytelling is about what interactivity can add to the writer’s toolkit. (I feel this very much myself, and feel the absence of these options when I’m working in a more linear medium.)
At the same time, the book is directed at readers who might be writers in linear media but have barely considered interactivity before, and therefore need to be taught canon and craft entirely from scratch. It also anticipates a different set of prejudices and concerns: the chapter on video games spends half a page on the concept of AI and considerably more space on issues like video game addictiveness and whether violence in games is a serious problem.
Kobold Guide to Worldbuilding

In 