Author(s): Sercan Şengün, Illinois State University
Chapter 2: Systemic NPC-side Branching in Linear AAA Video Game Stories
Author(s): Leanne C. Taylor-Giles, Drop Bear Bytes
Chapter 3: Breaking the Fourth Wall in Video Games: A New Terminology and Methodology
Author(s): Öznur Özdal, Nitrogen Game Studio
Güven Çatak, Bahçeşehir University
Chapter 4: Gamifying Kindness: Toward a Praxis of the Ephemeral
Author(s): Leanne C. Taylor-Giles, Queensland University of Technology
Jane Turner, Queensland University of Technology
Demi Schänzel, Auckland University of Technology
Chapter 5:The Digital Lineage of Narrative: Analyzing Interactive Fiction to Further
Understand Game Narrative
Author(s): Kirsty Michelle McGill, University of Bedfordshire
Chapter 6: The Case for Naive and Low Fidelity Narrative Generation
Author(s): Henrik Warpefelt, Kennesaw State University
SECTION 2: SOCIAL and CULTURAL STUDIES
Chapter 7: Azeroth Has a Workplace Gender Inequality Problem: Gendered Professions
Bias in Virtual Worlds
Author(s): Jennifer Price, Illinois State University
Lyndsie Schlink, Illinois State University
Kristin Walker, Illinois State University
Sercan Sengun, Illinois State University
Chapter 8: Narrative Design in Turkish Video Games: History and Comparison
Author(s): Esin Selin Guregen, İstinye University
Ertugrul Sungu, Bahçeşehir University
Chapter 9: The Games on Exhibition: Videogames as Contemporary Art
Author(s): Tolga Hepdinçler, Bahçeşehir University
Chapter 10: Ethics of Interactive Storytelling
Author(s): Sami Hyrynsalmi, LUT University
Kai K. Kimppa, University of Turku
Jouni Smed, University of Turku
Chapter 11: The World Building in the Superhero Genre through Movies and Video
Games: The Interplay Between Marvel’s Avengers and Marvel Cinematic Universe
Author(s): Hasan Kemal Suher, Bahçeşehir University
Tuna Tetik, Bahçeşehir University
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
Author(s): Edward F. Melcer, University of California, Santa Cruz
Katelyn M. Grasse, University of California, Santa Cruz
James Ryan, Carleton College
Nick Junius, University of California, Santa Cruz
Max Kreminski, University of California, Santa Cruz
Noah Wardrip-Fruin, University of California, Santa Cruz
Chapter 13: The Marriage of Quantum Computing and Interactive Storytelling
Author(s): Natasha Skult, University of Turku
Jouni Smed, University of Turku
Chapter 14: A Shared Vocabulary for Interactive Digital Narrative (IDN) - an
Encyclopedia Project
Author(s): Hartmut Koenitz, University of Amsterdam
Mirjam Palosaari Eladhari, Stockholm University
Sandy Louchart, Glasgow School of Art
Frank Nack, University of Amsterdam
Christian Roth, HKU University of the Arts Utrecht
Elisa Mekler, Aalto University, Finland
Péter Kristóf Makai, University of Duisburg-Essen
Chapter 15: Narrative as a Game User Experience Dimension: An Experimental Study
Author(s): Barbaros Bostan, Bahçeşehir University
Seray Senyer, Bahçeşehir University
SECTION 4: PRACTICES and CASE STUDIES
Chapter 16: An Analysis of the Use of Religious Elements in Assassin's Creed Origins
Author(s): Ozge Mirza, Bahcesehir University
Sercan Sengun, Illinois State University
Chapter 17: Longform Video Essays as Critical Retellings of Video Game Narratives
Author(s): Digdem Sezen, Teesside University
Tonguc Sezen, Teesside University
Chapter 18: Heritage, Authenticity, and The Fiction/Nonfiction Dualism in Attentat 1942
Author(s): Michał Mochocki, Kazimierz Wielki University
Chapter 19: Using Heuristics for Evaluating Game Narrative: A Close Reading of Death
Stranding
Author(s): Çakır Aker, Bahcesehir University
Barbaros Bostan, Bahcesehir University
Chapter 20: Allegation and world-building in video games
Author(s): Aleksandra Mochocka, Kazimierz Wielki University
SECTION 5: TALES FROM THE INDUSTRY
Chapter 21: Changing Scope, Keeping Focus: Lessons Learned During the Development of
Frostpunk Narrative
WOJCIECH SETLAK from 11 BIT STUDIOS.
Chapter 22: Wordless Storytelling in a Surreal World
RADIM JURDA from AMANITA DESIGN.
Chapter 23: Details and Essentials of Virtual Narrative
İSMAİL KEMAL ÇİFTÇİOĞLU from REALITYARTS STUDIO.
Barbaros Bostan is a Professor in the Digital Game Design department at the Bahcesehir University/Turkey. He has a Ph.D. in Information Systems (2007) and he worked as a postdoctoral researcher at IDM Institute, Games Lab of the National University of Singapore between 2008 and 2010. His research areas include computer games, presence, interactivity, gamer psychology, player motivations and player profiling. Bostan has teaching experience in the areas of game history and analysis, storytelling in games, player psychology, research methods and interactive narrative. He was the editor of "Gamer Psychology and Behavior" and "Game User Experience and Player-Centered Design" books published by Springer. He was also one of the section editors of "Encyclopedia of Computer Graphics and Games" published by Springer
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.