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Games and Narrative: Theory and Practice

por Springer International Publishing
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118,94 €
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Springer International Publishing Games and Narrative: Theory and Practice
Springer International Publishing - Games and Narrative: Theory and Practice

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Descripción

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.

Detalles de producto

Ilustraciones:
XI, 347 p. 54 illus. in color.
Indice:


SECTION 1: NARRATIVE DESIGN and THEORY


Chapter 1: Six Degrees of Videogame Narrative

Author(s): Sercan Şengün, Illinois State University




Chapter 2: Systemic NPC-side Branching in Linear AAA Video Game Stories



Author(s): Leanne C. Taylor-Giles, Drop Bear Bytes




Chapter 3: Breaking the Fourth Wall in Video Games: A New Terminology and Methodology



Author(s): Öznur Özdal, Nitrogen Game Studio



Güven Çatak, Bahçeşehir University




Chapter 4: Gamifying Kindness: Toward a Praxis of the Ephemeral



Author(s): Leanne C. Taylor-Giles, Queensland University of Technology



Jane Turner, Queensland University of Technology



Demi Schänzel, Auckland University of Technology




Chapter 5: The Digital Lineage of Narrative: Analyzing Interactive Fiction to Further




Understand Game Narrative



Author(s): Kirsty Michelle McGill, University of Bedfordshire




Chapter 6:
The Case for Naive and Low Fidelity Narrative Generation



Author(s): Henrik Warpefelt, Kennesaw State University




SECTION 2: SOCIAL and CULTURAL STUDIES




Chapter 7: Azeroth Has a Workplace Gender Inequality Problem: Gendered Professions




Bias in Virtual Worlds



Author(s): Jennifer Price, Illinois State University



Lyndsie Schlink, Illinois State University



Kristin Walker, Illinois State University



Sercan Sengun, Illinois State University




Chapter 8:
Narrative Design in Turkish Video Games: History and Comparison



Author(s): Esin Selin Guregen, İstinye University



Ertugrul Sungu, Bahçeşehir University




Chapter 9: The Games on Exhibition: Videogames as Contemporary Art



Author(s): Tolga Hepdinçler, Bahçeşehir University




Chapter 10: Ethics of Interactive Storytelling



Author(s): Sami Hyrynsalmi, LUT University



Kai K. Kimppa, University of Turku



Jouni Smed, University of Turku




Chapter 11: The World Building in the Superhero Genre through Movies and Video




Games: The Interplay Between Marvel’s Avengers and Marvel Cinematic Universe



Author(s): Hasan Kemal Suher, Bahçeşehir University



Tuna Tetik, Bahçeşehir University




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



Author(s): Edward F. Melcer, University of California, Santa Cruz



Katelyn M. Grasse, University of California, Santa Cruz



James Ryan, Carleton College



Nick Junius, University of California, Santa Cruz



Max Kreminski, University of California, Santa Cruz



Noah Wardrip-Fruin, University of California, Santa Cruz




Chapter 13: The Marriage of Quantum Computing and Interactive Storytelling



Author(s): Natasha Skult, University of Turku



Jouni Smed, University of Turku




Chapter 14: A Shared Vocabulary for Interactive Digital Narrative (IDN) - an




Encyclopedia Project



Author(s): Hartmut Koenitz, University of Amsterdam



Mirjam Palosaari Eladhari, Stockholm University



Sandy Louchart, Glasgow School of Art



Frank Nack, University of Amsterdam



Christian Roth, HKU University of the Arts Utrecht



Elisa Mekler, Aalto University, Finland



Péter Kristóf Makai, University of Duisburg-Essen




Chapter 15: Narrative as a Game User Experience Dimension: An Experimental Study



Author(s): Barbaros Bostan, Bahçeşehir University



Seray Senyer, Bahçeşehir University




SECTION 4: PRACTICES and CASE STUDIES




Chapter 16: An Analysis of the Use of Religious Elements in Assassin's Creed Origins



Author(s): Ozge Mirza, Bahcesehir University



Sercan Sengun, Illinois State University




Chapter 17: Longform Video Essays as Critical Retellings of Video Game Narratives



Author(s): Digdem Sezen, Teesside University



Tonguc Sezen, Teesside University



Chapter 18: Heritage, Authenticity, and The Fiction/Nonfiction Dualism in Attentat 1942



Author(s): Michał Mochocki, Kazimierz Wielki University




Chapter 19: Using Heuristics for Evaluating Game Narrative: A Close Reading of Death





Stranding




Author(s): Çakır Aker, Bahcesehir University



Barbaros Bostan, Bahcesehir University




Chapter 20: Allegation and world-building in video games



Author(s): Aleksandra Mochocka, Kazimierz Wielki University




SECTION 5: TALES FROM THE INDUSTRY




Chapter 21: Changing Scope, Keeping Focus: Lessons Learned During the Development of




Frostpunk Narrative




WOJCIECH SETLAK from 11 BIT STUDIOS.




Chapter 22: Wordless Storytelling in a Surreal World




RADIM JURDA from AMANITA DESIGN.




Chapter 23: Details and Essentials of Virtual Narrative




İSMAİL KEMAL ÇİFTÇİOĞLU from REALITYARTS STUDIO.

Editor:
Bostan, Barbaros;Bostan
Observaciones:
Coverage of the emerging approaches and advances in the field


Discussions on the recent issues, challenges, solutions, and strategies


The evolution of game narrative in the new era of VR, AR and MR

Tipo de medio:
Tapa dura
Editorial:
Springer International Publishing
Biografía del artista:
Barbaros Bostan is a Professor in the Digital Game Design department at the Bahcesehir University/Turkey. He has a Ph.D. in Information Systems (2007) and he worked as a postdoctoral researcher at IDM Institute, Games Lab of the National University of Singapore between 2008 and 2010. His research areas include computer games, presence, interactivity, gamer psychology, player motivations and player profiling. Bostan has teaching experience in the areas of game history and analysis, storytelling in games, player psychology, research methods and interactive narrative. He was the editor of "Gamer Psychology and Behavior" and "Game User Experience and Player-Centered Design" books published by Springer. He was also one of the section editors of "Encyclopedia of Computer Graphics and Games" published by Springer
Idioma:
Inglés
Edición:
1st ed. 2022
Número de páginas:
347

Datos base

Tipo de producto:
Libro encuadernado
Fecha de aparición:
8 de diciembre de 2021
Dimensiones del paquete:
0.238 x 0.158 x 0.026 m; 0.64 kg
GTIN:
09783030815370
DUIN:
2FVQFARBQ1S
118,94 €
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