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Games and Narrative: Theory and Practice / edited by Barbaros Bostan.

SpringerLink Books Computer Science (2011-2024) Available online

View online
Format:
Book
Contributor:
Bostan, Barbaros, Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
International series on computer entertainment and media technology 2364-9488
International Series on Computer Entertainment and Media Technology, 2364-9488
Language:
English
Subjects (All):
User interfaces (Computer systems).
Human-computer interaction.
Multimedia systems.
Cognitive psychology.
User Interfaces and Human Computer Interaction.
Multimedia Information Systems.
Cognitive Psychology.
Local Subjects:
User Interfaces and Human Computer Interaction.
Multimedia Information Systems.
Cognitive Psychology.
Physical Description:
1 online resource (XI, 347 pages) : 54 illustrations in color.
Edition:
1st ed. 2022.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2022.
System Details:
text file PDF
Summary:
This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals. .
Contents:
SECTION 1
Chapter 1: Six Degrees of Videogame Narrative
Chapter 2: Systemic NPC-side Branching in Linear AAA Video Game Stories
Chapter 3: Breaking the Fourth Wall in Video Games: A New Terminology and Methodology
Chapter 4: Gamifying Kindness: Toward a Praxis of the Ephemeral
Chapter 5: The Digital Lineage of Narrative: Analyzing Interactive Fiction to Further
Understand Game Narrative
Chapter 6: The Case for Naive and Low Fidelity Narrative Generation
SECTION 2: SOCIAL and CULTURAL STUDIES
Chapter 7: Azeroth Has a Workplace Gender Inequality Problem: Gendered Professions
Bias in Virtual Worlds
Chapter 8: Narrative Design in Turkish Video Games: History and Comparison
Chapter 9: The Games on Exhibition: Videogames as Contemporary Art
Chapter 10: Ethics of Interactive Storytelling
Chapter 11: The World Building in the Superhero Genre through Movies and Video
Games: The Interplay Between Marvel's Avengers and Marvel Cinematic Universe
SECTION 3: NEW TECHNOLOGIES and APPROACHES
Chapter 12: Academical: A Choice-Based Interactive Storytelling Game for Enhancing
Moral Reasoning, Knowledge, and Attitudes in Responsible Conduct of Research
Chapter 13: The Marriage of Quantum Computing and Interactive Storytelling
Chapter 14: A Shared Vocabulary for Interactive Digital Narrative (IDN) - an
Encyclopedia Project
Chapter 15: Narrative as a Game User Experience Dimension: An Experimental Study
SECTION 4: PRACTICES and CASE STUDIES
Chapter 16: An Analysis of the Use of Religious Elements in Assassin's Creed Origins
Chapter 17: Longform Video Essays as Critical Retellings of Video Game Narratives
Chapter 18: Heritage, Authenticity, and The Fiction/Nonfiction Dualism in Attentat 1942
Chapter 19: Using Heuristics for Evaluating Game Narrative: A Close Reading of Death
Stranding
Chapter 20: Allegation and world-building in video games
SECTION 5: TALES FROM THE INDUSTRY
Chapter 21: Changing Scope, Keeping Focus: Lessons Learned During the Development of
Frostpunk Narrative
Chapter 22: Wordless Storytelling in a Surreal World
Chapter 23: Details and Essentials of Virtual Narrative.
Other Format:
Printed edition:
ISBN:
978-3-030-81538-7
9783030815387
Access Restriction:
Restricted for use by site license.

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