Video game characters. Theory and analysis
F Schröter, JN Thon - Diegesis, 2014 - diegesis.uni-wuppertal.de
This essay develops a method for the analysis of video game characters based on a
theoretical understanding of their medium-specific representation and the mental processes …
theoretical understanding of their medium-specific representation and the mental processes …
[图书][B] Videogames and agency
B Bódi - 2023 - library.oapen.org
Videogames and Agency explores the trend in videogames and their marketing to offer a
player higher volumes, or even more distinct kinds, of player freedom. The book offers a new …
player higher volumes, or even more distinct kinds, of player freedom. The book offers a new …
[图书][B] Rockstar Games and American History: Promotional Materials and the Construction of Authenticity
E Wright - 2022 - books.google.com
For two decades, Rockstar Games have been making games that interrogate and represent
the idea of America, past and present. Commercially successful, fan-beloved, and a frequent …
the idea of America, past and present. Commercially successful, fan-beloved, and a frequent …
[图书][B] The gamification of digital journalism: innovation in journalistic storytelling
DO Dowling - 2020 - taylorfrancis.com
This book examines the brief yet accelerated evolution of newsgames, a genre that has
emerged from puzzles, quizzes, and interactives augmenting digital journalism into full …
emerged from puzzles, quizzes, and interactives augmenting digital journalism into full …
Video game framings
A Rockenberger - Gamification: Concepts, methodologies, tools, and …, 2015 - igi-global.com
This chapter discusses the applicability of the concept of 'paratext'(as coined by Gérard
Genette) to audio-visual media in general and to video games in particular. In the first …
Genette) to audio-visual media in general and to video games in particular. In the first …
Landscapes of Empire in Metal Gear Solid V: The Phantom Pain
S Murray - Critical Inquiry, 2018 - journals.uchicago.edu
Game spaces are central to player experience. This has long been understood among video
game designers and developers. It has even been explored in relation to the transformation …
game designers and developers. It has even been explored in relation to the transformation …
[图书][B] Immersion, narrative, and gender crisis in survival horror video games
A Nae - 2021 - taylorfrancis.com
This book investigates the narrativity of some of the most popular survival horror video
games and the gender politics implicit in their storyworlds. In a thorough analysis of the …
games and the gender politics implicit in their storyworlds. In a thorough analysis of the …
Toward a Study of Pinball
R Banfi - Games and Culture, 2022 - journals.sagepub.com
Drawing on game theory and interviews that were personally conducted with pinball
pioneers—from CEOs of independent and corporate pinball companies to notable designers …
pioneers—from CEOs of independent and corporate pinball companies to notable designers …
[图书][B] The Media Snatcher: PC/Core/Turbo/Engine/Grafx/16/CDROM2/Super/Duo/Arcade/RX
C Therrien - 2019 - books.google.com
An in-depth exploration of a neglected video game platform of the 1990s and a reflection on
the way we construct the cultural history of video games. In The Media Snatcher, Carl …
the way we construct the cultural history of video games. In The Media Snatcher, Carl …
[HTML][HTML] Playing stories? Narrative-dramatic agency in Disco Elysium (2019) and Astroneer (2019)
Abstract Drawing on Janet Murray (1997), Katie Salen and Eric Zimmerman (2004), and
other previous proposals, this article conceptualizes player agency as the possibility space …
other previous proposals, this article conceptualizes player agency as the possibility space …