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Titlebook: Games and Narrative: Theory and Practice; Barbaros Bostan Book 2022 The Editor(s) (if applicable) and The Author(s), under exclusive licen

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發(fā)表于 2025-3-21 19:15:31 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書(shū)目名稱Games and Narrative: Theory and Practice
編輯Barbaros Bostan
視頻videohttp://file.papertrans.cn/381/380557/380557.mp4
概述Coverage 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
叢書(shū)名稱International Series on Computer, Entertainment and Media Technology
圖書(shū)封面Titlebook: Games and Narrative: Theory and Practice;  Barbaros Bostan Book 2022 The Editor(s) (if applicable) and The Author(s), under exclusive licen
描述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.?
出版日期Book 2022
關(guān)鍵詞computer games; game narrative; digital storytelling; interactive narrative; narrative design
版次1
doihttps://doi.org/10.1007/978-3-030-81538-7
isbn_softcover978-3-030-81540-0
isbn_ebook978-3-030-81538-7Series ISSN 2364-947X Series E-ISSN 2364-9488
issn_series 2364-947X
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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發(fā)表于 2025-3-21 23:31:53 | 只看該作者
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
板凳
發(fā)表于 2025-3-22 03:45:32 | 只看該作者
地板
發(fā)表于 2025-3-22 06:24:09 | 只看該作者
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
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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
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發(fā)表于 2025-3-22 22:32:22 | 只看該作者
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
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發(fā)表于 2025-3-23 08:55:15 | 只看該作者
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
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