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020 _a9783030815387
024 7 _a10.1007/978-3-030-81538-7
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aGV1469.34.A97
_b2022 EB
245 0 0 _aGames and Narrative :
_bTheory and Practice
_cedited by Barbaros Bostan
250 _a1st edition 2022
264 1 _aCham
_bSpringer International Publishing
_c2022
300 _a1 recurso en línea (XI, 347 páginas)
_b54 ilustraciones a color
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
490 0 _aInternational Series on Computer Entertainment and Media Technology
_x2364-9488
505 0 _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.
520 _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. .
988 _aSpringer_Computer_2022
650 7 _2embne
_9141365
_aVideojuegos
_xNarrativa
776 0 8 _iPrinted edition:
_z9783030815370
776 0 8 _iPrinted edition:
_z9783030815394
776 0 8 _iPrinted edition:
_z9783030815400
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi-org.ezproxy.universidadeuropea.es/10.1007/978-3-030-81538-7
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b01/2023
_dz
_eIG
_zSI