Buch, Englisch, 347 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 705 g
Reihe: International Series on Computer, Entertainment and Media Technology
Buch, Englisch, 347 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 705 g
Reihe: International Series on Computer, Entertainment and Media Technology
ISBN: 978-3-030-81537-0
Verlag: Springer International Publishing
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
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, 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.