Gaming and the Arts of StorytellingThis book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative |
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Aarseth accessed on 29 adaptations aesthetic Alien analysis Apocalypse argues Arts audience Available online avatar Bakhtin Benjamin BJ’s Caillois carnivalesque choice poetics Colonial Marines Colossus computer game Conrad’s context critical CrossRef cyborg Deadly Premonition developers digital games discussion Edited effect elements engagement example experience explore fictional information fictional world film first-person shooter function game design game studies game’s gameplay gamer gamerly uncanny Games and Culture gender genre Heart of Darkness Hoeger and Huber identify immersion interactive narrative Jayemanne Juul Juul’s Klevjer Konami ludology MachineGames Majkowski make-believe play Mawhorter mechanics media specificity medium modes moral narratology Nazi novella onscreen avatar options outcomes para-social perspective player character player models PlayStation pornography potential representation Ryan sense significant information Silent Hill Spec Ops story player storytelling structure survival horror games survival horror titles theory trellis Twin Peaks Undertale video games videogame Weise and Jenkins Wolfenstein Xbox York