LEADER 05083nam 22006615 450 001 9910523744203321 005 20241007154308.0 010 $a9783030815387$b(electronic bk.) 010 $z9783030815370 024 7 $a10.1007/978-3-030-81538-7 035 $a(MiAaPQ)EBC6823503 035 $a(Au-PeEL)EBL6823503 035 $a(CKB)20094132400041 035 $a(DE-He213)978-3-030-81538-7 035 $a(PPN)259387711 035 $a(EXLCZ)9920094132400041 100 $a20211207d2022 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGames and Narrative: Theory and Practice /$fedited by Barbaros Bostan 205 $a1st ed. 2022. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2022. 215 $a1 online resource (347 pages) 225 1 $aInternational Series on Computer, Entertainment and Media Technology,$x2364-9488 311 08$aPrint version: Bostan, Barbaros Games and Narrative: Theory and Practice Cham : Springer International Publishing AG,c2021 9783030815370 327 $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, Keeping Focus: Lessons Learned During the Development of -- Frostpunk Narrative -- Chapter 22: Wordless Storytelling in a Surreal World -- Chapter 23: Details and Essentials of Virtual Narrative. 330 $aThis book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals. . 410 0$aInternational Series on Computer, Entertainment and Media Technology,$x2364-9488 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aMultimedia systems 606 $aCognitive psychology 606 $aUser Interfaces and Human Computer Interaction 606 $aMultimedia Information Systems 606 $aCognitive Psychology 606 $aVideojocs$2thub 606 $aNarrativa audiovisual$2thub 608 $aLlibres electrònics$2thub 615 0$aUser interfaces (Computer systems). 615 0$aHuman-computer interaction. 615 0$aMultimedia systems. 615 0$aCognitive psychology. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aMultimedia Information Systems. 615 24$aCognitive Psychology. 615 7$aVideojocs 615 7$aNarrativa audiovisual 676 $a794.8 700 $aBostan$b Barbaros$01079454 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a9910523744203321 996 $aGames and Narrative$92591910 997 $aUNINA