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Book Forms and Functions of Endings in Narrative Digital Games

Download or read book Forms and Functions of Endings in Narrative Digital Games written by Michelle Herte and published by Routledge. This book was released on 2020-09-16 with total page 436 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media. While narrative digital games share many representational strategies for signalling their upcoming end with more traditional narrative media – such as novels or movies – they also show many forms of endings that often radically differ from our conventional understanding of conclusion and closure. From vast game worlds that remain open for play after a story’s finale, to multiple endings that are often hailed as a means for players to create their own stories, to the potentially tragic endings of failure and "game over", digital games question the traditional singularity and finality of endings. Using a broad range of examples, this book delves deeply into these and other forms and their functions, both to reveal the closural specificities of the ludonarrative hybrid that digital games are, as well as to find the core elements that characterise endings in any medium. It examines how endings make themselves known to players and raises the question of how well-established closural conventions blend with play and a player’s effort to achieve a goal. As an interdisciplinary study that draws on game studies as much as on transmedial narratology, Forms and Functions of Endings in Narrative Digital Games is suited for scholars and students of digital games as well as for narratologists yet to become familiar with this medium.

Book Immersion  Narrative  and Gender Crisis in Survival Horror Video Games

Download or read book Immersion Narrative and Gender Crisis in Survival Horror Video Games written by Andrei Nae and published by Routledge. This book was released on 2021-09-09 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

Book Videogames and Agency

Download or read book Videogames and Agency written by Bettina Bódi and published by Taylor & Francis. This book was released on 2022-12-30 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.

Book Metagames

    Book Details:
  • Author : Agata Waszkiewicz
  • Publisher : Taylor & Francis
  • Release : 2024-03-05
  • ISBN : 1003861261
  • Pages : 209 pages

Download or read book Metagames written by Agata Waszkiewicz and published by Taylor & Francis. This book was released on 2024-03-05 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.

Book Representing Conflicts in Games

Download or read book Representing Conflicts in Games written by Björn Sjöblom and published by Taylor & Francis. This book was released on 2022-12-30 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers an overview of how conflicts are represented and enacted in games, in a variety of genres and game systems. Games are a cultural form apt at representing real world conflicts, and this edited volume highlights the intrinsic connection between games and conflict through a set of theoretical and empirical studies. It interrogates the nature and use of conflicts as a fundamental aspect of game design, and how a wide variety of conflicts can be represented in digital and analogue games. The book asks what we can learn from conflicts in games, how our understanding of conflicts change when we turn them into playful objects, and what types of conflicts are still not represented in games. It queries the way games make us think about armed conflict, and how games can help us understand such conflicts in new ways. Offering a deeper understanding of how games can serve political, pedagogical, or persuasive purposes, this volume will interest scholars and students working in fields such as game studies, media studies, and war studies.

Book Videogames and the Gothic

Download or read book Videogames and the Gothic written by Ewan Kirkland and published by Routledge. This book was released on 2021-10-01 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.

Book Traveling through Video Games

Download or read book Traveling through Video Games written by Tom van Nuenen and published by Taylor & Francis. This book was released on 2023-10-25 with total page 98 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification. Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it. This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities.

Book Manifestations of Queerness in Video Games

Download or read book Manifestations of Queerness in Video Games written by Gaspard Pelurson and published by Taylor & Francis. This book was released on 2022-07-29 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: Taking the reader on a journey through queer manifestations in games, this book advocates for video games as a rich, political and cultural medium, which provides us with tools to navigate the future of gaming. Situated at the intersection of New Media, Game, Cultural and Queer Studies, the book navigates diverse interspecies relationships, queer villains from the past, Pokémon memes on border politics, flânerie in post-industrial cities and one-sided erotic fights. It provides new critical engagements with the works of Jose Esteban Muñoz, Bonnie Ruberg, Guy Debord and Jack Halberstam, examining queer representation, gaming subcultures and dissident play practices. Making the bold claim that video games might be the queerest medium today, this book provides organic, self-reflective and, ultimately, thought-provoking thinking in which both games and gamers are queered. This book will be of interest to scholars researching game studies, sex, gender and sexuality in new media, but also readers interested in literature, digital media, society, participatory culture and queer studies.

Book Comics and Videogames

Download or read book Comics and Videogames written by Andreas Rauscher and published by Routledge. This book was released on 2020-10-18 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.

Book Independent Videogames

    Book Details:
  • Author : Paolo Ruffino
  • Publisher : Routledge
  • Release : 2020-10-07
  • ISBN : 1000201155
  • Pages : 270 pages

Download or read book Independent Videogames written by Paolo Ruffino and published by Routledge. This book was released on 2020-10-07 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are becoming opaque in the contemporary game industry – often at the cost of the claims of autonomy, freedom and emancipation that underlie the indie scene. The book ultimately imagines new and better narratives for a less exploitative and more inclusive videogame industry. Systematically mapping the current directions of a phenomenon that is becoming increasingly difficult to define and limit, this book will be a crucial resource for scholars and students of game studies, media history, media industries and independent gaming.

Book Playing Utopia

    Book Details:
  • Author : Benjamin Beil
  • Publisher : transcript Verlag
  • Release : 2019-11-30
  • ISBN : 3839450500
  • Pages : 333 pages

Download or read book Playing Utopia written by Benjamin Beil and published by transcript Verlag. This book was released on 2019-11-30 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.

Book Longing  Ruin  and Connection in Hideo Kojima   s Death Stranding

Download or read book Longing Ruin and Connection in Hideo Kojima s Death Stranding written by Amy M. Green and published by Routledge. This book was released on 2021-12-27 with total page 117 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume provides an in-depth examination of the video game Death Stranding, focusing on the game’s exploration of ruin, nostalgia, and atonement as its primary symbolic, narrative, and mechanical language. Offering the first close examination of Death Stranding’s narrative, the book also incorporates a strong foundation in game studies, most especially related to the concepts of immersion and embodiment. The focus of the book lies in considering how Death Stranding expands on the themes of ruin, longing, and the need for connection, and whether a reconciliation—on a community level, national level, or even global level—might be possible. This book will appeal to scholars in a variety of disciplines in the Humanities and the Social Sciences, from video game studies and media studies to English, history, philosophy, and popular culture.

Book Still Lives

    Book Details:
  • Author : Ofer Ashkenazi
  • Publisher : University of Pennsylvania Press
  • Release : 2025-01-07
  • ISBN : 1512826367
  • Pages : 369 pages

Download or read book Still Lives written by Ofer Ashkenazi and published by University of Pennsylvania Press. This book was released on 2025-01-07 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Forms and Functions of Multimodal Storytelling in Story based Video Games

Download or read book Forms and Functions of Multimodal Storytelling in Story based Video Games written by Marcel Weyers and published by GRIN Verlag. This book was released on 2015-01-20 with total page 41 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bachelor Thesis from the year 2014 in the subject Communications - Multimedia, Internet, New Technologies, grade: 3,0, Justus-Liebig-University Giessen, language: English, abstract: This paper focuses on the video game genres that have some kind of narrative form and offer a coherent plot, which could be compared to other types of literature. This paper serves as an analysis of story-based video games in order to prove to what extend video games can be considered literature, and how certain forms and functions are realized in these. While both examples focus on their moral and ethical function, they feature different aspects in regard to concepts like religion, death, and what is right or wrong. Further¬more, the analyses of the games in this paper show how real existing moral conventions can be exceeded, and how they can be called into question. Can video games convey moral and ethical values? And if so, in which way? Another important aspect is the portrayal of religious beliefs and how those can be compared to real existing religions.

Book Games and Narrative  Theory and Practice

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.

Book Encyclopedia of Video Games  3 volumes

Download or read book Encyclopedia of Video Games 3 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Book Analyzing the Game Narrative

Download or read book Analyzing the Game Narrative written by Huaxin Wei and published by . This book was released on 2011 with total page 452 pages. Available in PDF, EPUB and Kindle. Book excerpt: With rapid innovation in computational technologies, storytelling has found a new home in interactive digital media. Among all forms of interactive narrative, story-based digital games are clearly the most prosperous domain thanks to their incredible popularity. Narrative design for such games, however, is often under studied in the current practice of game analysis due to the lack of a mature discourse model specifically for games and interactive narratives. To facilitate a deep understanding of game narratives, powerful analytical instruments are needed to characterize game narratives and describe how narrative works in games. This research seeks to develop a descriptive framework to characterize and describe interactive and game narratives by applying and extending narrative theory. The framework aims to bring out new insights on interactive storytelling by observing how game narratives are constructed, what narrative techniques are used, and how narrative structure and technique affect the narrative and gameplay experience. By applying this framework to three games, the in-depth analyses systematically unravelled how various narrative principles and techniques operate in games and demonstrated the utility of the framework as an analytical instrument for the observation and understanding of the structure of interactive narratives.