001443124 000__ 04845cam\a2200565\i\4500 001443124 001__ 1443124 001443124 003__ OCoLC 001443124 005__ 20230310003528.0 001443124 006__ m\\\\\o\\d\\\\\\\\ 001443124 007__ cr\un\nnnunnun 001443124 008__ 211209s2022\\\\sz\a\\\\ob\\\\000\0\eng\d 001443124 019__ $$a1288140821$$a1288170218$$a1288196803$$a1288213024$$a1294366250$$a1296666265 001443124 020__ $$a9783030815387$$q(electronic bk.) 001443124 020__ $$a3030815382$$q(electronic bk.) 001443124 020__ $$z9783030815370 001443124 020__ $$z3030815374 001443124 0247_ $$a10.1007/978-3-030-81538-7$$2doi 001443124 035__ $$aSP(OCoLC)1288026539 001443124 040__ $$aYDX$$beng$$erda$$epn$$cYDX$$dGW5XE$$dEBLCP$$dN$T$$dOCLCF$$dOCLCO$$dDCT$$dDKU$$dOCLCQ$$dOCLCO$$dOCLCQ 001443124 049__ $$aISEA 001443124 050_4 $$aGV1469.34.A97$$bG36 2022 001443124 08204 $$a794.8/4$$223 001443124 24500 $$aGames and narrative :$$btheory and practice /$$cBarbaros Bostan, editor. 001443124 264_1 $$aCham :$$bSpringer,$$c[2022] 001443124 264_4 $$c©2022 001443124 300__ $$a1 online resource :$$bcolor illustrations 001443124 336__ $$atext$$btxt$$2rdacontent 001443124 337__ $$acomputer$$bc$$2rdamedia 001443124 338__ $$aonline resource$$bcr$$2rdacarrier 001443124 347__ $$atext file 001443124 347__ $$bPDF 001443124 4901_ $$aInternational series on computer entertainment and media technology 001443124 504__ $$aIncludes bibliographical references. 001443124 5050_ $$aSECTION 1 -- Chapter 1: Six Degrees of Videogame Narrative -- Chapter 2: Systemic NPC-side Branching in Linear AAA Video Game Stories -- Chapter 3: Breaking the Fourth Wall in Video Games: A New Terminology and Methodology -- Chapter 4: Gamifying Kindness: Toward a Praxis of the Ephemeral -- Chapter 5: The Digital Lineage of Narrative: Analyzing Interactive Fiction to Further -- Understand Game Narrative -- Chapter 6: The Case for Naive and Low Fidelity Narrative Generation -- SECTION 2: SOCIAL and CULTURAL STUDIES -- Chapter 7: Azeroth Has a Workplace Gender Inequality Problem: Gendered Professions -- Bias in Virtual Worlds -- Chapter 8: Narrative Design in Turkish Video Games: History and Comparison -- Chapter 9: The Games on Exhibition: Videogames as Contemporary Art -- Chapter 10: Ethics of Interactive Storytelling -- Chapter 11: The World Building in the Superhero Genre through Movies and Video -- Games: The Interplay Between Marvels Avengers and Marvel Cinematic Universe -- SECTION 3: NEW TECHNOLOGIES and APPROACHES -- Chapter 12: Academical: A Choice-Based Interactive Storytelling Game for Enhancing -- Moral Reasoning, Knowledge, and Attitudes in Responsible Conduct of Research -- Chapter 13: The Marriage of Quantum Computing and Interactive Storytelling -- Chapter 14: A Shared Vocabulary for Interactive Digital Narrative (IDN) -- an -- Encyclopedia Project -- Chapter 15: Narrative as a Game User Experience Dimension: An Experimental Study -- SECTION 4: PRACTICES and CASE STUDIES -- Chapter 16: An Analysis of the Use of Religious Elements in Assassin's Creed Origins -- Chapter 17: Longform Video Essays as Critical Retellings of Video Game Narratives -- Chapter 18: Heritage, Authenticity, and The Fiction/Nonfiction Dualism in Attentat 1942 -- Chapter 19: Using Heuristics for Evaluating Game Narrative: A Close Reading of Death -- Stranding -- Chapter 20: Allegation and world-building in video games -- SECTION 5: TALES FROM THE INDUSTRY -- Chapter 21: Changing Scope, Keeping Focus: Lessons Learned During the Development of -- Frostpunk Narrative -- Chapter 22: Wordless Storytelling in a Surreal World -- Chapter 23: Details and Essentials of Virtual Narrative. 001443124 506__ $$aAccess limited to authorized users. 001443124 520__ $$aThis 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. 001443124 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed December 15, 2021). 001443124 650_0 $$aVideo games$$xLiterary themes, motives. 001443124 650_0 $$aVideo games$$xAuthorship. 001443124 650_6 $$aJeux vidéo$$xArt d'écrire. 001443124 655_0 $$aElectronic books. 001443124 7001_ $$aBostan, Barbaros,$$eeditor. 001443124 77608 $$iPrint version:$$z3030815374$$z9783030815370$$w(OCoLC)1257403664 001443124 830_0 $$aInternational series on computer entertainment and media technology. 001443124 852__ $$bebk 001443124 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-030-81538-7$$zOnline Access$$91397441.1 001443124 909CO $$ooai:library.usi.edu:1443124$$pGLOBAL_SET 001443124 980__ $$aBIB 001443124 980__ $$aEBOOK 001443124 982__ $$aEbook 001443124 983__ $$aOnline 001443124 994__ $$a92$$bISE