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Kategorie szczegółowe BISAC

Games and Narrative: Theory and Practice

ISBN-13: 9783030815370 / Angielski / Twarda / 2021 / 426 str.

Barbaros Bostan
Games and Narrative: Theory and Practice Barbaros Bostan 9783030815370 Springer - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Games and Narrative: Theory and Practice

ISBN-13: 9783030815370 / Angielski / Twarda / 2021 / 426 str.

Barbaros Bostan
cena 685,93 zł
(netto: 653,27 VAT:  5%)

Najniższa cena z 30 dni: 616,85 zł
Termin realizacji zamówienia:
ok. 22 dni roboczych
Bez gwarancji dostawy przed świętami

Darmowa dostawa!
Kategorie:
Informatyka
Kategorie BISAC:
Computers > User Interfaces
Computers > Interactive & Multimedia
Psychology > Cognitive Psychology & Cognition
Wydawca:
Springer
Seria wydawnicza:
International Computer Entertainment and Media Technology
Język:
Angielski
ISBN-13:
9783030815370
Rok wydania:
2021
Wydanie:
2021
Numer serii:
000904302
Ilość stron:
426
Waga:
0.68 kg
Wymiary:
23.39 x 15.6 x 2.06
Oprawa:
Twarda
Wolumenów:
01
Dodatkowe informacje:
Wydanie ilustrowane

SECTION 1: NARRATIVE DESIGN and THEORY

Chapter 1: Six Degrees of Videogame Narrative

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. 



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