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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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21#
發(fā)表于 2025-3-25 03:52:59 | 只看該作者
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
22#
發(fā)表于 2025-3-25 09:34:14 | 只看該作者
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
23#
發(fā)表于 2025-3-25 13:36:28 | 只看該作者
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.
24#
發(fā)表于 2025-3-25 19:35:00 | 只看該作者
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.
25#
發(fā)表于 2025-3-25 21:46:11 | 只看該作者
26#
發(fā)表于 2025-3-26 04:03:32 | 只看該作者
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.
27#
發(fā)表于 2025-3-26 07:59:03 | 只看該作者
28#
發(fā)表于 2025-3-26 11:59:40 | 只看該作者
29#
發(fā)表于 2025-3-26 15:35:40 | 只看該作者
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.
30#
發(fā)表于 2025-3-26 17:07:24 | 只看該作者
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.
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