000 | 04871nam a22005775i 4500 | ||
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001 | 978-3-030-81538-7 | ||
003 | DE-He213 | ||
005 | 20240423125515.0 | ||
007 | cr nn 008mamaa | ||
008 | 211207s2022 sz | s |||| 0|eng d | ||
020 |
_a9783030815387 _9978-3-030-81538-7 |
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024 | 7 |
_a10.1007/978-3-030-81538-7 _2doi |
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050 | 4 | _aQA76.9.H85 | |
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_a005.437 _223 |
082 | 0 | 4 |
_a004.019 _223 |
245 | 1 | 0 |
_aGames and Narrative: Theory and Practice _h[electronic resource] / _cedited by Barbaros Bostan. |
250 | _a1st ed. 2022. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2022. |
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300 |
_aXI, 347 p. 54 illus. in color. _bonline resource. |
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_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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_atext file _bPDF _2rda |
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490 | 1 |
_aInternational Series on Computer, Entertainment and Media Technology, _x2364-9488 |
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505 | 0 | _aSECTION 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, KeepingFocus: Lessons Learned During the Development of -- Frostpunk Narrative -- Chapter 22: Wordless Storytelling in a Surreal World -- Chapter 23: Details and Essentials of Virtual Narrative. | |
520 | _aThis 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. . | ||
650 | 0 | _aUser interfaces (Computer systems). | |
650 | 0 | _aHuman-computer interaction. | |
650 | 0 | _aMultimedia systems. | |
650 | 0 | _aCognitive psychology. | |
650 | 1 | 4 | _aUser Interfaces and Human Computer Interaction. |
650 | 2 | 4 | _aMultimedia Information Systems. |
650 | 2 | 4 | _aCognitive Psychology. |
700 | 1 |
_aBostan, Barbaros. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783030815370 |
776 | 0 | 8 |
_iPrinted edition: _z9783030815394 |
776 | 0 | 8 |
_iPrinted edition: _z9783030815400 |
830 | 0 |
_aInternational Series on Computer, Entertainment and Media Technology, _x2364-9488 |
|
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-030-81538-7 |
912 | _aZDB-2-SCS | ||
912 | _aZDB-2-SXCS | ||
942 | _cSPRINGER | ||
999 |
_c178683 _d178683 |