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Soviet Narratology and Spatial Story Design
  • Language: en
  • Pages: 303

Soviet Narratology and Spatial Story Design

Based on Soviet narratology, this book offers a genealogy of spatial, user-centric story design and its current applications, situating spatial story design as medium sui generis that evolved as a counternarrative to agonal games on the one hand, and in distinction to linear narrative such as classical novels and cinema on the other hand. Following a discussion of Russian Formalism that relativized the notion of authorial intention and emphasized the primacy of structure, the analysis considers the works of Mikhail Bakhtin, who laid out the groundwork for a chronotopical–spatial analysis of literature that contributes to a grammar of user-generated narrative, as well as the works of Juri L...

Navigating Imaginary Worlds
  • Language: en
  • Pages: 299

Navigating Imaginary Worlds

This edited anthology offers a collection of essays that each look at various types of wayfinding. Together they explore a variety of wayfinding tools and techniques and their applications, as well as ways of keeping track of the construction of worlds too. With transmedial worlds extending over multiple media, multiple authors, and sometimes even multiple decades of creation, a wealth of different issues can arise; worlds need to direct audience members into how to organize them conceptually. Edited by Mark J. P Wolf and featuring contributions from a distinguished set of authors from interdisciplinary backgrounds, this book enriches the theory, history, and practice of world-building, thro...

Ecogames
  • Language: en
  • Pages: 518

Ecogames

With the climate crisis and its repercussions becoming more and more tangible, games are increasingly participating in the production, circulation, and interrogation of environmental assumptions, using both explicit and implicit ways of framing the crisis. Whether they are providing new spaces to imagine and practice alternative forms of living, or reproducing ecomodernist fantasies, games as well as player cultures are increasingly tuned in to the most pressing environmental concerns. This book brings together chapters by a diverse group of established and emerging authors to develop a growing body of scholarship that explores the shape, impact, and cultural context of ecogames. The book comprises four thematic sections, Today's Challenges: Games for Change, Future Worlds: New Imaginaries, The Nonhuman Turn, and Critical Metagaming Practices. Each section explores different aspects of ecocritical engagement in and through games. As a result, the book's comprehensive scope covers a variety of angles, methodologies, and case studies, significantly expanding the field of green media studies.

Role Playing Materials
  • Language: en
  • Pages: 270

Role Playing Materials

Die Dissertation Role Playing Materials untersucht die materielle Seite von Larp, Mixed Reality und Pen'n'Paper Rollenspielen. Wie kooperieren Gewandung, Virtuelle-Realität-Brille, oder ein Bleistift mit Erzählung und Spielregeln? Neben Antworten auf diese Frage versucht das Buch das Verständnis von Rollenspiel als eine Handlung zu erweitern, die nicht nur von Menschen geprägt wird. Role Playing Materials examines how larp, mixed and tabletop role-playing games work. Costumes, computers, pen and paper are not passive elements. Materials change and are changed during role-playing game sessions, because they work together with narrative and ludic elements. If we think about materials as social elements, how do they make role-playing games work? To answer this question, Role Playing Materials draws on ethnographic fieldwork among role-playing communities in Germany. The analysis draws upon the fields of game studies, and science, technology and society studies.

Metareference in Videogames
  • Language: en
  • Pages: 258

Metareference in Videogames

Taking an original, in-depth approach, this book investigates the forms and functions of metareference in videogames. Drawing on a rich body of research in game studies, transmedial narratology, and neighbouring disciplines, the author combines detailed close-reading-style analyses of the indie games What Remains of Edith Finch, The Magic Circle and OneShot with a breadth of examples and systematic analyses that span multiple genres as well as several decades of videogaming. In doing so, the book maps different metareferential elements that can be found in videogames and proposes an original model for their analysis, while showcasing the complex interrelations among different metareferential elements in contemporary videogames. This book will appeal to videogame researchers and transmedial narratologists as well as to those interested in metaization in media and popular culture across disciplines.

Games | Game Design | Game Studies
  • Language: en
  • Pages: 291

Games | Game Design | Game Studies

How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies. With contributions by André Czauderna, Nathalie Pozzi and Eric Zimmerman.

(Not) In the Game
  • Language: en
  • Pages: 266

(Not) In the Game

How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.

The City Record
  • Language: en
  • Pages: 1564

The City Record

  • Type: Book
  • -
  • Published: 1889
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  • Publisher: Unknown

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The Military Panorama, Or, Officer's Companion
  • Language: en
  • Pages: 732

The Military Panorama, Or, Officer's Companion

  • Type: Book
  • -
  • Published: 1813
  • -
  • Publisher: Unknown

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Paratextualizing Games
  • Language: en
  • Pages: 407

Paratextualizing Games

Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced – i.e., in which forms and formats and through which channels we talk (and write) about games – as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?