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دسته بندی: سایر علوم اجتماعی ویرایش: نویسندگان: Barbaros Bostan سری: International Series on Computer Entertainment and Media Technology ISBN (شابک) : 3030815374, 9783030815370 ناشر: Springer سال نشر: 2021 تعداد صفحات: 347 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 6 مگابایت
در صورت تبدیل فایل کتاب Games and Narrative: Theory and Practice به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب بازی و روایت: تئوری و عمل نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Foreword Video Game Narrative: A Vibrant Topic for Research and Practice References Contents Part I Narrative Design and Theory 1 Six Degrees of Videogame Narrative 1.1 Introduction 1.2 Background 1.3 Methodology 1.4 Results 1.4.1 First Degree: Narrative as an Internalization Tool 1.4.2 Second Degree: Swapping Gameplay and Narration 1.4.3 Third Degree: Narration Blurring into Gameplay 1.4.4 Fourth Degree: Universe at Pause 1.4.5 Fifth Degree: Non-sequential Autonomy 1.4.6 Sixth Degree: Experimental Temporality and Autonomy 1.5 Discussion A.1 Ludography References 2 Systemic NPC-Side Branching in Linear AAA Video GameStories 2.1 Introduction 2.2 Case Studies 2.2.1 Case Study #1: Disco Elysium 2.2.1.1 Lieutenant Kitsuragi and Ludic Recognition 2.2.1.2 Illusory Listening 2.2.1.3 Complementarity and Modularity 2.2.1.4 Conclusions 2.2.2 Case Study #2: Hades 2.2.2.1 Granularity and Generality 2.2.2.2 Watching, but Not Stalking; a Guide to Recognizing Player Behaviour 2.2.2.3 Interplay of Gods 2.2.2.4 Conclusions 2.2.3 Case Study #3: The Signifier 2.2.3.1 This Marriage Between Complexity and Time 2.2.3.2 Why Would I Mind to Be Two Again? 2.2.3.3 Conclusions 2.3 Best Practices for NPC-Side Branching 2.3.1 Additive Dialogue 2.3.2 Alternate Dialogue 2.3.3 Building on Expectations 2.3.4 Anonymizing Player Data 2.4 Conclusions References 3 Breaking the Fourth Wall in Video Games: A New Terminology and Methodology 3.1 Introduction 3.2 Literature Review 3.3 Towards a Conclusive Terminology and Framework 3.4 Magic Circle Manipulation as an Umbrella Term 3.4.1 Magic Circle Deformation 3.4.1.1 Non-diegetic Play 3.4.1.2 Medium Play 3.4.1.3 Real-World Play 3.4.2 Magic Circle Perforation 3.4.2.1 Direct Address 3.4.2.2 Self-Awareness 3.4.2.3 Awareness of the Real-World 3.5 Magic Circle Manipulation: Player Experience 3.5.1 Implementation of Magic Circle Manipulation 3.6 Conclusion and Future Research References 4 Gamifying Kindness: Toward a Praxis of the Ephemeral 4.1 Introduction 4.2 The Nature of Kindness 4.3 Kindness and Caring in Game Worlds 4.3.1 Case Study #1: A Short Hike (2019) 4.3.2 Case Study #2: Far from Noise (2017) 4.3.3 Case Study #3: Depanneur Nocturne (2020) 4.3.4 Conclusions 4.4 Ludic Kindness: Death Stranding and Building Bridges 4.4.1 Forging a Path 4.4.2 Likers Get Likes 4.4.3 Special Delivery 4.4.4 Conclusions 4.5 Discussion References 5 The Digital Lineage of Narrative: Analyzing Interactive Fiction to Further Understand Game Narrative 5.1 Introduction 5.2 Interactive Fiction 5.3 Analysing Interactive Fiction 5.3.1 The Work of Roland Barthes 5.3.2 Fabula and Syuzhet 5.3.3 Narrative Game Mechanics 5.4 Choice in Narrative within Interactive Fiction 5.4.1 Photopia 5.4.2 The Uncle Who Works for Nintendo 5.4.3 Stories Untold 5.5 The Future of Interactive Fiction References 6 The Case for Naive and Low-Fidelity Narrative Generation 6.1 Introduction 6.2 Naive Narrative Generation 6.3 Fidelity 6.3.1 Generative Fidelity 6.3.2 Summarizing Fidelity 6.4 Limits of Narrative Generation 6.5 The Role of Naive and Low-Fidelty Generation 6.6 Conclusion References Part II Social and Cultural Studies 7 Azeroth Has a Workplace Gender Inequality Problem: Gendered Professions Bias in Virtual Worlds 7.1 Introduction 7.2 Background 7.2.1 Gendered Professions Bias 7.2.2 Gender, Race, and Videogames 7.3 Methodology 7.4 Results 7.5 Discussion A.1 Ludography References 8 Narrative Design in Turkish Video Games: History andComparison 8.1 Video Games in Turkey and Narratology 8.2 Purpose 8.3 Research Method 8.3.1 Comparative Analysis Method 8.4 Comparative Analysis of the Examined Games 8.4.1 Game Genre 8.4.2 Theme 8.4.3 Character Creation and Existing Characters 8.4.4 Game Mechanics 8.4.5 The Language Used in the Game 8.4.6 The Universe of the Game 8.4.7 Camera Mode 8.4.8 Interaction 8.4.9 Utilization of Technological Infrastructure 8.4.10 Analysis of Gaming Industry in Turkey 8.5 Conclusion References 9 The Games on Exhibition: Videogames as Contemporary Art 9.1 Introduction: Is Video Game Art? 9.2 Videogame as Art: Past and Present 9.3 Conclusion: The Future References 10 Ethics of Interactive Storytelling 10.1 Introduction 10.1.1 Elements of Interactive Stories 10.1.2 Moral Philosophy 10.2 Platform 10.3 Designer 10.4 Interactor 10.5 Storyworld 10.6 Conclusion References 11 The World Building in the Superhero Genre Through Movies and Video Games: The Interplay Between Marvel\'s Avengers and Marvel Cinematic Universe 11.1 Introduction 11.1.1 Marvel Comics-Based Superheroes in Video Games and Movies during the 2010s 11.1.2 Adapting Superheroes from Comics to Various Media in a Nutshell 11.2 Methodology 11.2.1 The Research Interest and the Question 11.2.2 Qualitative Approach and Data Collecting Method 11.3 Discovering Similarities and Differences Between Avengers Video Game and Movies 11.3.1 Marvel\'s Avengers Video Game 11.3.2 Exploring Interaction, Resemblance, Experience, and Commerciality in the Marvel\'s Expanded Narrative Environment 11.4 Conclusion References Part III New Technologies and Approaches 12 Academical: A Choice-Based Interactive Storytelling Game for Enhancing Moral Reasoning, Knowledge, and Attitudes in Responsible Conduct of Research 12.1 Introduction 12.2 Background 12.2.1 Interactive Storytelling and Learning 12.2.2 Responsible Conduct of Research Training 12.2.3 RCR Learning Outcomes 12.3 Academical: A Choice-Based Interactive Storytelling Game 12.4 Experiment 1: Randomized Group Comparison Study 12.4.1 Methods 12.4.1.1 Procedure 12.4.1.2 Measures 12.4.2 Results 12.4.2.1 Participant Demographics, Prior Knowledge and Experience 12.4.2.2 Engagement with RCR Training Tools 12.4.2.3 RCR Learning Outcomes 12.5 Experiment 2: Correlational Study 12.5.1 Methods 12.5.1.1 Procedure 12.5.1.2 Assessment Tools 12.5.2 Results 12.5.2.1 RCR Attitudes 12.5.2.2 Engagement Correlations with RCR Attitudes 12.6 Overall Discussion 12.6.1 Using Interactive Narrative to Teach RCR Learning Outcomes 12.6.2 The Importance of Engagement within Interactive Narrative 12.6.3 The Benefits of Online Single-Player Interactive Role-Play 12.7 Conclusion References 13 The Marriage of Quantum Computing and InteractiveStorytelling 13.1 Introduction 13.2 Building a Narrative-Driven Game 13.3 Case Study: C.L.A.Y.: The Last Redemption 13.3.1 Story 13.3.2 Gameplay Loop 13.3.3 Characters 13.3.4 Locations 13.4 Fitting in the Quantum Computing 13.5 Conclusion References 14 A Shared Vocabulary for Interactive Digital Narrative (IDN): An Encyclopedia Project 14.1 Introduction 14.2 Foundational Considerations for a Shared Vocabulary 14.2.1 An Overarching Analytical Perspective: The SPP Model 14.2.2 A Starting Point for the Field 14.3 A Taxonomy for IDN: Extending the SPP Model 14.4 A (Living) Encyclopedia for IDN 14.4.1 The Living Handbook of Narratology 14.4.2 The Stanford Encyclopedia of Philosophy 14.4.3 Editorial Procedures 14.4.4 Content Structures of the IDN Encyclopedia 14.4.5 Two Example Entries 14.5 Conclusion and Future Work A.1 Appendix 1: Top Level Entry—Ideation A.1.1 Ideation A.1.2 Definition A.1.3 Explication A.1.4 Custom Sections for Specific Concept A.1.4.1 Ideation Tools B.1 Appendix 2: Low Level Entry: Transformation B.1.1 Transformation B.1.2 Alternative Names of Concept B.1.3 Definition B.1.4 Explication B.1.5 History B.1.6 Custom Sections B.1.7 Sequence Questions B.1.8 Disorienting Dilemma B.1.9 Example: Interactive Installation “Angstfabriek” B.1.10 Evaluation Tools B.1.11 Connected Theories B.1.12 Bibliography References 15 Narrative as a Game User Experience Dimension: An Experimental Study 15.1 Game User Experience and Narrative 15.2 Harmonizing Game Narrative with Gameplay 15.3 Methodology 15.4 Games and User Experience Dimensions 15.5 Narrative and User Experience Dimensions 15.6 Discussion References Part IV Practices and Case Studies 16 An Analysis of the Use of Religious Elements in Assassin\'s Creed Origins 16.1 Introduction 16.2 Background 16.2.1 Religion and Videogames 16.2.2 Assassin\'s Creed Franchise 16.3 Methodology 16.4 Results and Discussion 16.4.1 Game Narrative 16.4.1.1 Story 16.4.1.2 Visuals 16.4.1.3 Audio 16.4.2 Game Context 16.4.2.1 Environment 16.4.2.2 Architecture 16.4.2.3 Lighting 16.4.3 Game Characters 16.4.3.1 Player Character(s) 16.4.3.2 Non-Player Character(s) 16.4.3.3 God(s) 16.4.4 Discussion A.1 Ludography References 17 Longform Video Essays as Critical Retellings of Video Game Narratives 17.1 Introduction 17.2 Retellings as Narrative Products 17.3 Studying Videogame Narratives through Retellings 17.4 Longform Video Essays as Critical Retellings 17.5 Conclusion References 18 Heritage, Authenticity, and the Fiction/Nonfiction Dualism in Attentat 1942 18.1 Introduction 18.2 Mixed Model of Authenticity/Immersion (Mochocki 2021a, b) 18.2.1 Constructive Authenticity, Material Dimension 18.2.2 Constructive Authenticity, Human Dimension 18.2.3 Existential-Interpersonal Authenticity 18.2.4 Existential-Self-Making Authenticity 18.2.5 Existential-Bodily Feelings 18.2.6 Pseudo-Objective Authenticity: New Category 18.3 Fiction/Nonfiction Dualism in Attentat 1942 18.4 Conclusion: A Virtual Museum References 19 Using Heuristics for Evaluating Game Narrative: A Close Reading of Death Stranding 19.1 Introduction 19.2 Methodology 19.3 Close Reading of Death Stranding 19.3.1 Choice (Cosmetic, Social, and Gameplay) 19.3.1.1 Cosmetic Choices 19.3.1.2 Social Choices 19.3.1.3 Gameplay Choices 19.3.2 Variety (Quests, Characters, and Theme) 19.3.2.1 Quest Variety 19.3.2.2 Character Variety 19.3.2.3 Theme Variety 19.3.3 Consequences (Casual, Social, and Gameplay) 19.3.3.1 Casual Consequences 19.3.3.2 Social Consequences 19.3.3.3 Gameplay Consequences 19.3.4 Predictability (Quests, Characters, and Gameplay) 19.3.4.1 Predictability of Quests 19.3.4.2 Predictability of Characters 19.3.4.3 Predictability of Gameplay 19.3.5 Uncertainty (Game, Player, and Outcome) 19.3.5.1 Game Uncertainty 19.3.5.2 Player Uncertainty 19.3.5.3 Outcome Uncertainty 19.3.6 Satisfaction (Coherence, Expansion, and Closure) 19.3.6.1 Coherence 19.3.6.2 Expansion 19.3.6.3 Closure 19.4 Conclusion References 20 Allegation and World-Building in Video Games 20.1 Allegation 20.2 Narrative Themes in Child of Light and My Memory of Us 20.3 Allegation in the Two Games 20.4 Conclusion References Part V Tales from the Industry 21 Changing Scope, Keeping Focus: Lessons Learned During the Development of Frostpunk Narrative 21.1 Introduction 21.2 This War of Mine (2014) 21.3 Frostpunk (2018) 21.3.1 Creating the Narrative 21.3.2 The Star of the Cast 21.3.3 Means to an End 22 Wordless Storytelling in a Surreal World 22.1 Origin of Creaks and Decision for Wordless Storytelling 22.2 Making a Story to Blend with Game Mechanics 22.3 Creating a Detailed Storyboard 22.4 Development of Visuals Based on Storytelling Means 22.5 World of Creaks and Environmental Storytelling 22.6 Audio in Wordless Storytelling 22.7 Conclusion