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Storyplaying

E-BookPDFDRM AdobeE-Book
196 Seiten
Englisch
De Gruytererschienen am28.08.20131. Auflage

Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.



Sebastian Domsch, Ludwig-Maximilians-Universität, München, Germany.
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Verfügbare Formate
BuchGebunden
EUR99,95
E-BookPDFDRM AdobeE-Book
EUR104,95

Produkt

Klappentext
Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.



Sebastian Domsch, Ludwig-Maximilians-Universität, München, Germany.
Details
Weitere ISBN/GTIN9783110272451
ProduktartE-Book
EinbandartE-Book
FormatPDF
Format HinweisDRM Adobe
FormatE107
Erscheinungsjahr2013
Erscheinungsdatum28.08.2013
Auflage1. Auflage
Seiten196 Seiten
SpracheEnglisch
Illustrationen25 b/w ill.
Artikel-Nr.1196992
Rubriken
Genre9200

Inhalt/Kritik

Inhaltsverzeichnis
1;1 Introduction: What is Storyplaying?;7
1.1;1.1 Preliminaries: Medial Forms;12
1.2;1.2 Preliminaries: Exclusions;16
2;2 Video Games and Narrative;19
2.1;2.1 Gameplay and Narrative;19
2.1.1;2.1.1 Gameplay and Game Mechanics: The Rules of the Game;20
2.1.2;2.1.2 Semanticization and Fictionalization: Towards Gameworlds;24
2.2;2.2 Narrative Forms;37
2.2.1;2.2.1 Passive Forms;37
2.2.1.1;2.2.1.1 Exposition;38
2.2.1.2;2.2.1.2 Cut scenes;38
2.2.1.3;2.2.1.3 Loading Screen;40
2.2.2;2.2.2 Actively Nodal Forms;40
2.2.2.1;2.2.2.1 Player Actions;41
2.2.2.2;2.2.2.2 Quick Time Event;41
2.2.2.3;2.2.2.3 Dialogue tree;44
2.2.2.4;2.2.2.4 Event trigger;47
2.2.3;2.2.3 Dynamic Forms;49
2.2.3.1;2.2.3.1 Non-player Character;49
2.2.3.2;2.2.3.2 Timed Events/Intradiegetic Clock;52
2.2.4;2.2.4 Digression: Architecture and Protocols;54
3;3 Non-Unilinear Gameplay in Video Games;59
3.1;3.1 Levels of Observation;59
3.2;3.2 Non-Unilinear Existents;67
3.3;3.3 Non-Unilinear Objectives;74
4;4 Non-Unilinear Narrative in Video Games;81
4.1;4.1 Non-Unilinearity in Quest-Based Narrative;87
4.2;4.2 Non-Unilinear Narrative Outside of Quests;99
4.2.1;4.2.1 Character;100
4.2.2;4.2.2 Spatial Narrative;104
5;5 Choice and Narrative in Video Games;118
5.1;5.1 The Anatomy of a Player Choice;118
5.2;5.2 Choice and Meaning;129
5.3;5.3 Choice, Information, and Narration in Video Games;134
5.4;5.4 Choice and Consequence in Video Games;143
6;6 Narrative´s Contrast Agent: Moral Choices;154
6.1;6.1 Valorisation Rules;156
6.2;6.2 Valorising Morality;161
6.3;6.3 Ethics and Rules;169
7;7 The Future of Storyplaying;175
7.1;7.1 Media-Economic Aspects;176
7.2;7.2 Media-Technological Aspects;177
7.3;7.3 Artistic Potential of the Medium;183
8;Works Cited;187
9;Index;194
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