Video Game Narrative and Criticism

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Author :
Publisher : Springer
ISBN 13 : 1137525541
Total Pages : 87 pages
Book Rating : 4.1/5 (375 download)

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Book Synopsis Video Game Narrative and Criticism by : T. Thabet

Download or read book Video Game Narrative and Criticism written by T. Thabet and published by Springer. This book was released on 2015-03-04 with total page 87 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book provides a comprehensive application of narrative theory to video games, and presents the player-response paradigm of game criticism. Video Game Narrative and Criticism explains the nature of gameplay - a psychological experience and a meaning-making process in the fictional world of video games.

Video Game Narrative and Criticism

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Author :
Publisher : Springer
ISBN 13 : 1137525541
Total Pages : 129 pages
Book Rating : 4.1/5 (375 download)

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Book Synopsis Video Game Narrative and Criticism by : T. Thabet

Download or read book Video Game Narrative and Criticism written by T. Thabet and published by Springer. This book was released on 2015-03-04 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book provides a comprehensive application of narrative theory to video games, and presents the player-response paradigm of game criticism. Video Game Narrative and Criticism explains the nature of gameplay - a psychological experience and a meaning-making process in the fictional world of video games.

Game Writing

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 150134899X
Total Pages : 456 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Game Writing by : Chris Bateman

Download or read book Game Writing written by Chris Bateman and published by Bloomsbury Publishing USA. This book was released on 2021-01-28 with total page 456 pages. Available in PDF, EPUB and Kindle. Book excerpt: As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative. Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry and presents them as practical articles accompanied by exercises for developing the skills discussed. The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling. Throughout the book there is a strong emphasis on the skills developers and publishers expect game writers to know. This second edition brings the material up to date and adds four new chapters covering MMOs, script formats, narrative design for urban games, and new ways to think about videogame narrative as an art form. Suitable for both beginners and experienced writers, Game Writing is the essential guide to all the techniques of game writing. There's no better starting point for someone wishing to get into this exciting field, whether they are new game writers wishing to hone their skills, or screenwriters hoping to transfer their skills to the games industry.

How to Talk about Videogames

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Publisher : U of Minnesota Press
ISBN 13 : 1452949875
Total Pages : 219 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis How to Talk about Videogames by : Ian Bogost

Download or read book How to Talk about Videogames written by Ian Bogost and published by U of Minnesota Press. This book was released on 2015-11-15 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date. Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t. Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

Video Games and Storytelling

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Publisher : Springer
ISBN 13 : 1137525053
Total Pages : 327 pages
Book Rating : 4.1/5 (375 download)

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Book Synopsis Video Games and Storytelling by : Souvik Mukherjee

Download or read book Video Games and Storytelling written by Souvik Mukherjee and published by Springer. This book was released on 2015-09-15 with total page 327 pages. Available in PDF, EPUB and Kindle. Book excerpt: The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.

Unit Operations

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Publisher : MIT Press
ISBN 13 : 0262261898
Total Pages : 261 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Unit Operations by : Ian Bogost

Download or read book Unit Operations written by Ian Bogost and published by MIT Press. This book was released on 2008-01-25 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies." The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.

The Art of Videogames

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Publisher : John Wiley & Sons
ISBN 13 : 9781444310184
Total Pages : 240 pages
Book Rating : 4.3/5 (11 download)

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Book Synopsis The Art of Videogames by : Grant Tavinor

Download or read book The Art of Videogames written by Grant Tavinor and published by John Wiley & Sons. This book was released on 2009-11-19 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art

What Is a Game?

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Publisher : McFarland
ISBN 13 : 147666837X
Total Pages : 292 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis What Is a Game? by : Gaines S. Hubbell

Download or read book What Is a Game? written by Gaines S. Hubbell and published by McFarland. This book was released on 2020-02-14 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.

Storyplaying

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Publisher : Walter de Gruyter
ISBN 13 : 3110272458
Total Pages : 196 pages
Book Rating : 4.1/5 (12 download)

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Book Synopsis Storyplaying by : Sebastian Domsch

Download or read book Storyplaying written by Sebastian Domsch and published by Walter de Gruyter. This book was released on 2013-08-28 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.

Games and Narrative: Theory and Practice

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Publisher : Springer Nature
ISBN 13 : 3030815382
Total Pages : 347 pages
Book Rating : 4.0/5 (38 download)

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Book Synopsis Games and Narrative: Theory and Practice by : Barbaros Bostan

Download or read book Games and Narrative: Theory and Practice written by Barbaros Bostan and published by Springer Nature. This book was released on 2021-12-07 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

The Play Versus Story Divide in Game Studies

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Publisher : McFarland
ISBN 13 : 1476623090
Total Pages : 207 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis The Play Versus Story Divide in Game Studies by : Matthew Wilhelm Kapell

Download or read book The Play Versus Story Divide in Game Studies written by Matthew Wilhelm Kapell and published by McFarland. This book was released on 2015-11-16 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously "never happened." This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The essayists examine various digital games, assessing the applicability of play-versus-narrative approaches or considering the failure of each. The essays reflect the broader history while applying notions of play and story to recent games in an attempt to propel serious analysis.

Extra Lives

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Publisher : Vintage
ISBN 13 : 0307474313
Total Pages : 258 pages
Book Rating : 4.3/5 (74 download)

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Book Synopsis Extra Lives by : Tom Bissell

Download or read book Extra Lives written by Tom Bissell and published by Vintage. This book was released on 2011-06-14 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

Video Game Spaces

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Publisher : MIT Press
ISBN 13 : 0262293013
Total Pages : 315 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Video Game Spaces by : Michael Nitsche

Download or read book Video Game Spaces written by Michael Nitsche and published by MIT Press. This book was released on 2008-12-05 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

Encyclopedia of Computer Graphics and Games

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Publisher :
ISBN 13 : 9783319082349
Total Pages : pages
Book Rating : 4.0/5 (823 download)

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Book Synopsis Encyclopedia of Computer Graphics and Games by : Newton Lee

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by . This book was released on with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Storytelling in Video Games

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Publisher : McFarland
ISBN 13 : 1476668760
Total Pages : 236 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis Storytelling in Video Games by : Amy M. Green

Download or read book Storytelling in Video Games written by Amy M. Green and published by McFarland. This book was released on 2017-12-21 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Thinking about Video Games

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Publisher : Indiana University Press
ISBN 13 : 0253017181
Total Pages : 269 pages
Book Rating : 4.2/5 (53 download)

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Book Synopsis Thinking about Video Games by : David S. Heineman

Download or read book Thinking about Video Games written by David S. Heineman and published by Indiana University Press. This book was released on 2015-08-03 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.

The Aesthetics of Videogames

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Publisher : Routledge
ISBN 13 : 1351809458
Total Pages : 375 pages
Book Rating : 4.3/5 (518 download)

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Book Synopsis The Aesthetics of Videogames by : Jon Robson

Download or read book The Aesthetics of Videogames written by Jon Robson and published by Routledge. This book was released on 2018-03-19 with total page 375 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.