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標(biāo)題: Titlebook: Games and Narrative: Theory and Practice; Barbaros Bostan Book 2022 The Editor(s) (if applicable) and The Author(s), under exclusive licen [打印本頁(yè)]

作者: 紀(jì)念性    時(shí)間: 2025-3-21 19:15
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作者: 使殘廢    時(shí)間: 2025-3-21 23:31
Barbaros BostanCoverage of the emerging approaches and advances in the field.Discussions on the recent issues, challenges, solutions, and strategies.The evolution of game narrative in the new era of VR, AR and MR
作者: 現(xiàn)代    時(shí)間: 2025-3-22 03:45

作者: 蘑菇    時(shí)間: 2025-3-22 06:24
https://doi.org/10.1007/978-3-658-43453-3gy, 2014). However, previous discussions focussed exclusively on video games that already include a choice-based dialogue interface, such as . (BioWare, .. Electronic Arts, Redwood City, CA, 2007), . (BioWare, .. Electronic Arts, Redwood City, CA, 2009), . (Eidos Montreal, .. Square Enix, El Segundo
作者: Obliterate    時(shí)間: 2025-3-22 09:21

作者: anarchist    時(shí)間: 2025-3-22 13:24

作者: anarchist    時(shí)間: 2025-3-22 19:08
choice in video games but is also prevalent in the earlier game media form of interactive fiction. By engaging in a reflective analysis of the historic use of choices within digital game narrative, there is potential that new insights and deeper understanding of game narrative can be achieved. Utili
作者: Lineage    時(shí)間: 2025-3-22 22:32
An Introduction to Working with Children However, these advances come at a cost in the form of significantly increased complexity and a loss of control for developers. This makes these systems less feasible as tools for game development. In this chapter I suggest a different approach to generative narratives, in the form of .. At the core
作者: MOTTO    時(shí)間: 2025-3-23 03:09

作者: 刻苦讀書(shū)    時(shí)間: 2025-3-23 08:55
Charles V. Sanders Jr.,A. C. Lewiso, are following the developments in the sector and are working on new video games. In this study, to investigate the locally produced digital games that has rich storytelling elements, three video games released in different periods were examined in terms of narratology. Then, the obtained data wer
作者: antiquated    時(shí)間: 2025-3-23 12:52
Industrial Applications of Anaerobes,rs. The game directed by video artist Bill Viola who is known with his video installations that question fundamentals of human existence in relation to the nature. The Night Journey frames the similar conception with an unconventional journey to the basis of humane circumstances overwhelmed by a cha
作者: archaeology    時(shí)間: 2025-3-23 17:05

作者: 詞匯表    時(shí)間: 2025-3-23 21:51

作者: 事與愿違    時(shí)間: 2025-3-24 00:26
Jürgen Oles,Frank Bü?elberg,Martin Brockmannause it requires addressing both cognitive (e.g., conceptual knowledge and moral reasoning skills) and socio-affective (e.g., attitudes) learning outcomes. Both classroom- and web-based forms of RCR training struggle to address these distinct types of learning outcomes simultaneously. This chapter p
作者: enflame    時(shí)間: 2025-3-24 03:19

作者: inferno    時(shí)間: 2025-3-24 09:08

作者: COWER    時(shí)間: 2025-3-24 13:42
Weaning from artificial ventilation games and/or game reviews. The utilization of a validated measurement tool that analyzes narrative as a game user experience dimension is a gap in literature. There are several psychological models of player experience and several questionnaires designed to assess player experience in literature, b
作者: Lamina    時(shí)間: 2025-3-24 17:59

作者: deriver    時(shí)間: 2025-3-24 22:30
Games and Narrative: Theory and Practice978-3-030-81538-7Series ISSN 2364-947X Series E-ISSN 2364-9488
作者: 意外    時(shí)間: 2025-3-25 02:16
Book 2022heory, 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.?
作者: grovel    時(shí)間: 2025-3-25 03:52
2364-947X olution of game narrative in the new era of VR, AR and MRThis 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 o
作者: FAST    時(shí)間: 2025-3-25 09:34
2364-947X ection 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.?978-3-030-81540-0978-3-030-81538-7Series ISSN 2364-947X Series E-ISSN 2364-9488
作者: 大氣層    時(shí)間: 2025-3-25 13:36
https://doi.org/10.1007/978-1-4615-8539-8ble to imbue a game with an intrinsic sense of kindness through a careful selection of game mechanics and the accumulative atmosphere of a game’s space, where what is left on the cutting-room floor remains just as critical as what remains.
作者: BRAWL    時(shí)間: 2025-3-25 19:35
https://doi.org/10.1007/978-3-662-39500-4 narratives of virtual worlds or societies other than real-life bias permeating to design decisions. We collect and analyze data from the popular online multiplayer game World of Warcraft (WoW) to illustrate how gendered professions bias affects the design decisions in the game and might contribute to reinforcing our real-life stereotypes.
作者: 沒(méi)有貧窮    時(shí)間: 2025-3-25 21:46

作者: Innocence    時(shí)間: 2025-3-26 04:03
Azeroth Has a Workplace Gender Inequality Problem: Gendered Professions Bias in Virtual Worlds narratives of virtual worlds or societies other than real-life bias permeating to design decisions. We collect and analyze data from the popular online multiplayer game World of Warcraft (WoW) to illustrate how gendered professions bias affects the design decisions in the game and might contribute to reinforcing our real-life stereotypes.
作者: 苦澀    時(shí)間: 2025-3-26 07:59

作者: 存心    時(shí)間: 2025-3-26 11:59

作者: 無(wú)動(dòng)于衷    時(shí)間: 2025-3-26 15:35
Six Degrees of Videogame Narrative reading process, I categorize the medium into six distinct groups depending on and sorted by the theoretical distance between the gameplay and narrative sequences and discuss and define the strategies employed in each category with examples.
作者: Meander    時(shí)間: 2025-3-26 17:07
Breaking the Fourth Wall in Video Games: A New Terminology and Methodologyer than detaching him/her with the overuse of the technique. This chapter provides an analytical perspective to clarify the definition of the concept of the fourth wall in accordance with the videogame medium, the classification of the design patterns to manipulate it and the reasons for which the videogame designers may benefit from it.
作者: Cantankerous    時(shí)間: 2025-3-26 22:47
https://doi.org/10.1007/978-3-658-43453-3ores the key learnings of branching dialogue systems and how they can be applied to linear, large-scale video game stories in a way that is efficient, cost-effective, and which does not require the inclusion of a choice-based dialogue interface.
作者: 使入迷    時(shí)間: 2025-3-27 02:13
Charles V. Sanders Jr.,A. C. Lewisat were previously carried out, the authors tried to answer the question of why natively Turkish values, themes, and topics are not utilized in the digital games that were developed in Turkey. Suggestions have been put forward to move the Turkish gaming sector in a positive trajectory.
作者: Allodynia    時(shí)間: 2025-3-27 07:40
https://doi.org/10.1007/978-3-319-50391-2plementation of interactive stories. To approach the ethical issues at hand, we divide interactive storytelling into four key elements—designer, platform, storyworld and interactor—and review separately the ethical considerations related to them.
作者: HALL    時(shí)間: 2025-3-27 09:35

作者: ADORN    時(shí)間: 2025-3-27 13:51

作者: 軌道    時(shí)間: 2025-3-27 18:25

作者: AUGUR    時(shí)間: 2025-3-28 00:40
Narrative Design in Turkish Video Games: History and Comparisonat were previously carried out, the authors tried to answer the question of why natively Turkish values, themes, and topics are not utilized in the digital games that were developed in Turkey. Suggestions have been put forward to move the Turkish gaming sector in a positive trajectory.
作者: 裹住    時(shí)間: 2025-3-28 05:13
Ethics of Interactive Storytellingplementation of interactive stories. To approach the ethical issues at hand, we divide interactive storytelling into four key elements—designer, platform, storyworld and interactor—and review separately the ethical considerations related to them.
作者: 稱(chēng)贊    時(shí)間: 2025-3-28 06:44
Academical: A Choice-Based Interactive Storytelling Game for Enhancing Moral Reasoning, Knowledge, ative effects on all three key RCR learning outcomes. Our results highlight that utilizing a choice-based interactive storytelling game is a uniquely effective way to holistically address RCR learning outcomes that drive ethical research behaviors.
作者: FAR    時(shí)間: 2025-3-28 11:56
A Shared Vocabulary for Interactive Digital Narrative (IDN): An Encyclopedia Projecteps towards the development of a shared vocabulary in the form of an online encyclopedia, taking inspiration from the Living Handbook of Narratology and the Stanford Encyclopedia of Philosophy. This work is developed in the INDCOR EU COST action, a network currently encompassing more than 160 members from 37 countries.
作者: 易發(fā)怒    時(shí)間: 2025-3-28 16:47

作者: 修正案    時(shí)間: 2025-3-28 19:52
Six Degrees of Videogame Narrativeince previous studies offer gameplay and storytelling as discordant processes, such a classification can facilitate an understanding of the different ways they can work together. I perform formal and temporal analyses on a sample set of games discovered by mobilizing community input. Through a close
作者: 痛苦一下    時(shí)間: 2025-3-29 01:25
Systemic NPC-Side Branching in Linear AAA Video Game Storiesgy, 2014). However, previous discussions focussed exclusively on video games that already include a choice-based dialogue interface, such as . (BioWare, .. Electronic Arts, Redwood City, CA, 2007), . (BioWare, .. Electronic Arts, Redwood City, CA, 2009), . (Eidos Montreal, .. Square Enix, El Segundo
作者: gruelling    時(shí)間: 2025-3-29 04:29
Breaking the Fourth Wall in Video Games: A New Terminology and Methodology boundaries between diegetic and non-diegetic (Conway, J. Gaming Virtual Worlds 2:145–155, 2010). Though the usage of the technique is widespread in videogames, the existing literature lacks the convenient terminology and the analytical methods to implement them for immersing the player further rath
作者: 分離    時(shí)間: 2025-3-29 09:22
Gamifying Kindness: Toward a Praxis of the Ephemeralter a more contemplative player experience. By closely examining video games through the implied values of their central mechanics, rather than purely through their accumulative aesthetic qualities, we demonstrate that it is possible to analyze how alternative methods of game design can lead to form
作者: 帶來(lái)的感覺(jué)    時(shí)間: 2025-3-29 12:37
The Digital Lineage of Narrative: Analyzing Interactive Fiction to Further Understand Game Narrativechoice in video games but is also prevalent in the earlier game media form of interactive fiction. By engaging in a reflective analysis of the historic use of choices within digital game narrative, there is potential that new insights and deeper understanding of game narrative can be achieved. Utili
作者: Kernel    時(shí)間: 2025-3-29 17:48
The Case for Naive and Low-Fidelity Narrative Generation However, these advances come at a cost in the form of significantly increased complexity and a loss of control for developers. This makes these systems less feasible as tools for game development. In this chapter I suggest a different approach to generative narratives, in the form of .. At the core
作者: CHURL    時(shí)間: 2025-3-29 20:48
Azeroth Has a Workplace Gender Inequality Problem: Gendered Professions Bias in Virtual Worldsing the narratives and societies of a virtual world. Gendered professions emerge when gender bias or stereotypes designate a profession or a job to be more suitable for a certain gender. This type of bias can act as a gatekeeper, especially for women, to various job fields such as STEM. While in the
作者: Senescent    時(shí)間: 2025-3-30 01:29
Narrative Design in Turkish Video Games: History and Comparisono, are following the developments in the sector and are working on new video games. In this study, to investigate the locally produced digital games that has rich storytelling elements, three video games released in different periods were examined in terms of narratology. Then, the obtained data wer
作者: 承認(rèn)    時(shí)間: 2025-3-30 04:29
The Games on Exhibition: Videogames as Contemporary Artrs. The game directed by video artist Bill Viola who is known with his video installations that question fundamentals of human existence in relation to the nature. The Night Journey frames the similar conception with an unconventional journey to the basis of humane circumstances overwhelmed by a cha
作者: neolith    時(shí)間: 2025-3-30 10:44
Ethics of Interactive Storytelling same mechanisms that are able to create elements of surprise and joy can be used to construct ethically questionable and even malevolent experiences. As the creators are often held responsible for their work and their consequences, whether these are intentionally done or not, ethical consideration
作者: Coronation    時(shí)間: 2025-3-30 13:29

作者: Grievance    時(shí)間: 2025-3-30 17:32
Academical: A Choice-Based Interactive Storytelling Game for Enhancing Moral Reasoning, Knowledge, aause it requires addressing both cognitive (e.g., conceptual knowledge and moral reasoning skills) and socio-affective (e.g., attitudes) learning outcomes. Both classroom- and web-based forms of RCR training struggle to address these distinct types of learning outcomes simultaneously. This chapter p
作者: 單片眼鏡    時(shí)間: 2025-3-30 23:51
The Marriage of Quantum Computing and Interactive Storytellingcontinuous dialogue between game (narrative) designer and the player, in which the designer provides the setting, circumstances and the narrative corresponding to the game’s aim, while the player experiences a unique version of that world, based on their own decisions and actions made for that setti
作者: Extricate    時(shí)間: 2025-3-31 01:23

作者: Admonish    時(shí)間: 2025-3-31 06:57
Narrative as a Game User Experience Dimension: An Experimental Study games and/or game reviews. The utilization of a validated measurement tool that analyzes narrative as a game user experience dimension is a gap in literature. There are several psychological models of player experience and several questionnaires designed to assess player experience in literature, b
作者: Bumble    時(shí)間: 2025-3-31 12:41

作者: 退潮    時(shí)間: 2025-3-31 15:49
The Case for Naive and Low-Fidelity Narrative Generation construction of the narrative generator, and also in the costs associated with building games. We already see games using these technologies, and the approaches to narrative generation used in these games warrant further scholarly attention.




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