Handbook on Interactive Storytelling

Handbook on Interactive Storytelling
Title Handbook on Interactive Storytelling PDF eBook
Author Jouni Smed
Publisher John Wiley & Sons
Pages 228
Release 2021-07-13
Genre Computers
ISBN 1119688132

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HANDBOOK ON INTERACTIVE STORYTELLING Discover the latest research on crafting compelling narratives in interactive entertainment Electronic games are no longer considered “mere fluff” alongside the “real” forms of entertainment, like film, music, and television. Instead, many games have evolved into an art form in their own right, including carefully constructed stories and engaging narratives enjoyed by millions of people around the world. In Handbook on Interactive Storytelling, readers will find a comprehensive discussion of the latest research covering the creation of interactive narratives that allow users to experience a dramatically compelling story that responds directly to their actions and choices. Systematically organized, with extensive bibliographies and academic exercises included in each chapter, the book offers readers new perspectives on existing research and fresh avenues ripe for further study. In-depth case studies explore the challenges involved in crafting a narrative that comprises one of the main features of the gaming experience, regardless of the technical aspects of a game’s production. Readers will also enjoy: A thorough introduction to interactive storytelling, including discussions of narrative, plot, story, interaction, and a history of the phenomenon, from improvisational theory to role-playing games A rigorous discussion of the background of storytelling, from Aristotle’s Poetics to Joseph Campbell and the hero’s journey Compelling explorations of different perspectives in the interactive storytelling space, including different platforms, designers, and interactors, as well as an explanation of storyworlds Perfect for game designers, developers, game and narrative researchers, academics, undergraduate and graduate students studying storytelling, game design, gamification, and multimedia systems, Handbook on Interactive Storytelling is an indispensable resource for anyone interested in the deployment of compelling narratives in an interactive context.




A Multimodal Approach to Video Games and the Player Experience

A Multimodal Approach to Video Games and the Player Experience
Title A Multimodal Approach to Video Games and the Player Experience PDF eBook
Author Weimin Toh
Publisher Routledge
Pages 241
Release 2018-10-10
Genre Language Arts & Disciplines
ISBN 135118475X

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This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.




Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
Title Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning PDF eBook
Author Lane, Carol-Ann
Publisher IGI Global
Pages 958
Release 2022-01-07
Genre Language Arts & Disciplines
ISBN 1799872734

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Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.




Forum-Based Role Playing Games as Digital Storytelling

Forum-Based Role Playing Games as Digital Storytelling
Title Forum-Based Role Playing Games as Digital Storytelling PDF eBook
Author Csenge Virág Zalka
Publisher McFarland
Pages 216
Release 2019-03-11
Genre Social Science
ISBN 1476635269

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When people hear the term "role-playing games," they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting graphics. Between those two, however, exists a third style of gaming. Hundreds of online forums offer gathering places for thousands of players--people who come together to role-play through writing. They create stories by taking turns, describing events through their characters' eyes. Whether it is the arena of the Hunger Games, the epic battles of the Marvel Universe or love stories in a fantasy version of New York, people build their own spaces of words, and inhabit them day after day. But what makes thousands of players, many teenagers among them, voluntarily type up novel-length stories? How do they use the resources of the Internet, gather images, sounds, and video clips to weave them into one coherent narrative? How do they create together through improvisation and negotiation, in ways that connect them to older forms of storytelling? Through observing more than a hundred websites and participating in five of them for a year, the author has created a pilot study that delves into a subculture of unbounded creativity.




Forms and Functions of Endings in Narrative Digital Games

Forms and Functions of Endings in Narrative Digital Games
Title Forms and Functions of Endings in Narrative Digital Games PDF eBook
Author Michelle Herte
Publisher Routledge
Pages 436
Release 2020-09-16
Genre Games & Activities
ISBN 1000172767

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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.




Interactive Storytelling for Video Games

Interactive Storytelling for Video Games
Title Interactive Storytelling for Video Games PDF eBook
Author Josiah Lebowitz
Publisher Taylor & Francis
Pages 333
Release 2011
Genre Art
ISBN 0240817176

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Provides information on creating video game concepts and stories, covering the components of structure, process, characters, player desire, and outcomes.




ECAI 2006

ECAI 2006
Title ECAI 2006 PDF eBook
Author G. Brewka
Publisher IOS Press
Pages 892
Release 2006-08-10
Genre Computers
ISBN 1607501899

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In the summer of 1956, John McCarthy organized the famous Dartmouth Conference which is now commonly viewed as the founding event for the field of Artificial Intelligence. During the last 50 years, AI has seen a tremendous development and is now a well-established scientific discipline all over the world. Also in Europe AI is in excellent shape, as witnessed by the large number of high quality papers in this publication. In comparison with ECAI 2004, there’s a strong increase in the relative number of submissions from Distributed AI / Agents and Cognitive Modelling. Knowledge Representation & Reasoning is traditionally strong in Europe and remains the biggest area of ECAI-06. One reason the figures for Case-Based Reasoning are rather low is that much of the high quality work in this area has found its way into prestigious applications and is thus represented under the heading of PAIS.