Games and Narrative: Theory and Practice
- Length: 358 pages
- Edition: 1
- Language: English
- Publisher: Springer
- Publication Date: 2021-12-08
- ISBN-10: 3030815374
- ISBN-13: 9783030815370
- Sales Rank: #0 (See Top 100 Books)
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.
Cover Front Matter Part I. Narrative Design and Theory 1. Six Degrees of Videogame Narrative 2. Systemic NPC-Side Branching in Linear AAA Video Game Stories 3. Breaking the Fourth Wall in Video Games: A New Terminology and Methodology 4. Gamifying Kindness: Toward a Praxis of the Ephemeral 5. The Digital Lineage of Narrative: Analyzing Interactive Fiction to Further Understand Game Narrative 6. The Case for Naive and Low-Fidelity Narrative Generation Part II. Social and Cultural Studies 7. Azeroth Has a Workplace Gender Inequality Problem: Gendered Professions Bias in Virtual Worlds 8. Narrative Design in Turkish Video Games: History and Comparison 9. The Games on Exhibition: Videogames as Contemporary Art 10. Ethics of Interactive Storytelling 11. The World Building in the Superhero Genre Through Movies and Video Games: The Interplay Between Marvel’s Avengers and Marvel Cinematic Universe Part III. New Technologies and Approaches 12. Academical: A Choice-Based Interactive Storytelling Game for Enhancing Moral Reasoning, Knowledge, and Attitudes in Responsible Conduct of Research 13. The Marriage of Quantum Computing and Interactive Storytelling 14. A Shared Vocabulary for Interactive Digital Narrative (IDN): An Encyclopedia Project 15. Narrative as a Game User Experience Dimension: An Experimental Study Part IV. Practices and Case Studies 16. An Analysis of the Use of Religious Elements in Assassin’s Creed Origins 17. Longform Video Essays as Critical Retellings of Video Game Narratives 18. Heritage, Authenticity, and the Fiction/Nonfiction Dualism in Attentat 1942 19. Using Heuristics for Evaluating Game Narrative: A Close Reading of Death Stranding 20. Allegation and World-Building in Video Games Part V. Tales from the Industry 21. Changing Scope, Keeping Focus: Lessons Learned During the Development of Frostpunk Narrative 22. Wordless Storytelling in a Surreal World
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