Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts.
The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused "visual novel" genre is discussed as a form of interactive fiction.
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Explores video games as important cultural artifacts and as sources of powerful, compelling storytelling. It begins by considering the fundamental structures of video games. The book then moves from the theoretical to the practical by considering numerous modern games and the stories they tell through careful, considered analysis of each title's story.
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Table of Contents
Preface
1. Digital Storytelling and the Importance of Play
2. Structural Features of Digital Stories: Agency, Immersion and World Building
3. The Primacy of Story Part 1: Long-Form Storytelling in Digital Narratives
4. The Primacy of Story Part 2: Shorter Playtimes, Profound Storytelling
5. Video Game Study and the Higher Education Classroom
Chapter Notes
Works Cited
Index
Preface
1. Digital Storytelling and the Importance of Play
2. Structural Features of Digital Stories: Agency, Immersion and World Building
3. The Primacy of Story Part 1: Long-Form Storytelling in Digital Narratives
4. The Primacy of Story Part 2: Shorter Playtimes, Profound Storytelling
5. Video Game Study and the Higher Education Classroom
Chapter Notes
Works Cited
Index
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Produktdetaljer
ISBN
9781476668765
Publisert
2017-12-21
Utgiver
McFarland & Co Inc
Vekt
299 gr
Høyde
229 mm
Bredde
152 mm
Dybde
12 mm
Aldersnivå
G, P, 01, 06
Språk
Product language
Engelsk
Format
Product format
Heftet
Antall sider
235
Forfatter
Redaktør