Academic literature on the topic 'Game-narrative'

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Journal articles on the topic "Game-narrative"

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Wei, Huaxin, Jim Bizzocchi, and Tom Calvert. "Time and Space in Digital Game Storytelling." International Journal of Computer Games Technology 2010 (2010): 1–23. http://dx.doi.org/10.1155/2010/897217.

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The design and representation of time and space are important in any narrative form. Not surprisingly there is an extensive literature on specific considerations of space or time in game design. However, there is less attention to more systematic analyses that examine both of these key factors—including their dynamic interrelationship within game storytelling. This paper adapts critical frameworks of narrative space and narrative time drawn from other media and demonstrates their application in the understanding of game narratives. In order to do this we incorporate fundamental concepts from the field of game studies to build a game-specific framework for analyzing the design of narrative time and narrative space. The paper applies this framework against a case analysis in order to demonstrate its operation and utility. This process grounds the understanding of game narrative space and narrative time in broader traditions of narrative discourse and analysis.
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DeLand, Michael F. "Suspending Narrative Engagements." ANNALS of the American Academy of Political and Social Science 642, no. 1 (June 4, 2012): 96–108. http://dx.doi.org/10.1177/0002716212438201.

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This article explores the way social actors organize their engagements in real time. The term “narrative” points to the subjectively understood practical projects that people structure with beginnings, middles, and ends. All projects may be interrupted, and if social actors are to continue the narrative engagement they must treat the stoppage as a mere suspension. The work of suspending a game of informal pick-up basketball is examined in three phases: interrupting the game, treating the game as suspended, and resuming play. In each phase, players collectively resist the possibility of abandonment as an alternative to game resumption. While narrative structuring is a powerful locus of meaning across diverse social contexts, informal basketball games offer a particularly good setting for the study of narrative organization in social life.
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Daneels, Rowan, Steven Malliet, Lieven Geerts, Natalie Denayer, Michel Walrave, and Heidi Vandebosch. "Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences." Media and Communication 9, no. 1 (January 6, 2021): 49–61. http://dx.doi.org/10.17645/mac.v9i1.3205.

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Emerging research has suggested that digital games can generate entertainment experiences beyond hedonic enjoyment towards eudaimonic experiences: Being emotionally moved, stimulated to reflect on one’s self or a sense of elevation. Studies in this area have mainly focused on individual game characteristics that elicit singular and static eudaimonic game moments. However, such a focus neglects the interplay of multiple game aspects as well as the dynamic nature of eudaimonic experiences. The current study takes a novel approach to eudaimonic game research by conducting a qualitative game analysis of three games (Assassin’s Creed Odyssey, Detroit: Become Human, and God of War) and taking systematic notes on game experiences shortly after playing. Results reveal that emotionally moving, reflective, and elevating eudaimonic experiences were elicited when gameplay notes suggested a strong involvement with the game’s narrative and characters (i.e., narrative engagement) and, in some cases, narrative-impacting choices. These key aspects, in turn, are enhanced by clean player interfaces, graphically realistic characters, close camera perspectives, tone-appropriate soundtrack scores, and both narrative-enhancing (e.g., God of War’s health mechanic) and choice-enhancing mechanics (e.g., Detroit: Become Human’s flowchart). Eudaimonic experiences were also found to evolve throughout the game, with more powerful experiences occurring near the end of the game and some narrative themes fueling the eudaimonic flow of experiences throughout the overall game narrative. This study adds to academic research studying digital games by suggesting an innovative methodological approach that provides a detailed, integrative, and dynamic perspective on eudaimonic game experiences.
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Yu, Hui-Beom, and Jung-Hwan Sung. "Active Narrative of Digital Game and Improvisation." Journal of Korea Game Society 16, no. 2 (April 30, 2016): 75–86. http://dx.doi.org/10.7583/jkgs.2016.16.2.75.

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Kjeldgaard-Christiansen, Jens. "Narrative video game aesthetics and egocentric ethics." MedieKultur: Journal of media and communication research 36, no. 68 (October 1, 2020): 088–106. http://dx.doi.org/10.7146/mediekultur.v36i68.118777.

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This article argues that video gaming allows for player-focused (egocentric) moral experience that can be distinguished from the other-focused (allocentric) moral experience that characterizes literature and film. Specifically, a Deweyan perspective reveals that video games aff ord fi rst-personal rehearsals of moral scenarios that parallel how, in real life, individuals mentally rehearse the diff erent courses of moral action available to them. This functional equivalence is made possible because the aesthetics of video games bear unique affinities to the human moral imagination. However, whereas the moral imagination may be limited in terms of the complexity and vividness of its analog imaginings, the ethically notable video game may draw on the medium’s digital capacities in order to stage elaborate and emotionally compelling ethical rehearsals. The article concludes by applying this perspective to the ethically notable video game Undertale.
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Warkentin, Erwin J. "The Un-Changing Narrative of the Game." International Journal of the Arts in Society: Annual Review 6, no. 1 (2011): 269–80. http://dx.doi.org/10.18848/1833-1866/cgp/v06i01/35985.

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Robertson, Judy, and Judith Good. "Children’s narrative development through computer game authoring." TechTrends 49, no. 5 (September 2005): 43–59. http://dx.doi.org/10.1007/bf02763689.

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M. Graham, Joseph. "Narrative Therapy for Treating Video Game Addiction." International Journal of Mental Health and Addiction 12, no. 6 (March 4, 2014): 701–7. http://dx.doi.org/10.1007/s11469-014-9491-4.

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Nawrocka, Ewa Barbara. "Strategies in the translation of the narrative in "Pillars of Eternity"." Beyond Philology An International Journal of Linguistics, Literary Studies and English Language Teaching, no. 17(2) (October 20, 2020): 131–55. http://dx.doi.org/10.26881/bp.2020.2.06.

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The present article is devoted to the translation of the narrative in the RPG game entitled Pillars of Eternity. The narrative of the game comprises texts such as the main story, dialogs, journals, books, poems and item lore. Since these texts are essentially literary in nature, they require a creative and covert approach to translation supplemented by local semantic, syntactic, and pragmatic strategies. The article examines the texts shaping the narrative and the strategies which conspire to achieve the ultimate goal of the narrative: player immersion in the game world.
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Park, Byungchul, and Duk Hee Lee. "The Interplay between Real Money Trade and Narrative Structure in Massively Multiplayer Online Role-Playing Games." International Journal of Computer Games Technology 2017 (2017): 1–8. http://dx.doi.org/10.1155/2017/3853962.

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A narrative structure is one of the main components to constitute the genre of Massively Multiplayer Online Role-Playing Games (MMORPGs). Meanwhile Real Money Trade (RMT) enables a player to adjust an ex post level of challenge by skipping the narrative structure of a game. However, RMT may concurrently disturb a player who enjoys game following the narrative structure hierarchically. In pursuance of developing the knowledge about the relationship between RMT and the usage of MMORPG, we investigate the role of the strictness of predetermined narrative structure. We present the dual structure of societies to describe a player that arbitrarily decides to reside in a virtual society. Then we adopt the social nominalism to explain how individual motif of playing a game is expanded to the nature of game. Finally, we argue that a game with weakly predetermined narrative structure is more positively associated with RMT volume, since these games arouse a player’s sentiment of fun by relying more on their socially oriented motivation. With empirical evidence from the Korean MMORPGs market, we proved the hypothesis.
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Dissertations / Theses on the topic "Game-narrative"

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Martineau, Félix. "PNFG : a framework for computer game narrative analysis." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=99353.

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Narratives play a significant role in many computer games, and this is especially true in genres such as role-playing and adventure games. Even so, many games have narratives which possess a certain number of flaws that can deteriorate the playing experience. This less than satisfying gameplay experience can obviously affect the commercial success of a given game. Our research originates from the need to identify these narrative flaws. In response to this need, we present a, framework for computer game narratives analysis. Our work focuses on Interactive Fiction games, which are textual, command-line and turn-based games. We first describe a, high level computer narrative language, the Programmable Narrative Flow Graph (PNFG), that provides a high level, user-friendly interface to a low level formalism, the Narrative Flow Graph, (NFG) [38]. The PNFG language is delivered with a set of enhancements and low level optimizations that reduce the size of the generated NFG output. As part of our work on the analysis of narrative structures, we developed a proof of concept heuristic solver that attempts to automatically find solutions to games from a lightweight, high level representation. We also define narrative game metrics and present a, metrics framework that simplifies the measurement and development of such metrics. These metrics contribute to broadening our general knowledge about game narratives.
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Nordqvist, Filip, and Erik Sahlbom. "Visual Narrative Game Design : Ett narrativ utan konversation." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16516.

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Vi undersöker den narrativa stilen som Flower och Journey använder sig av. I denna narrativastil finns det varken dialog och text. Utifrån Flower och Journey skapade vi en designmetodsom ska finnas till som inspiration för utvecklare som vill testa denna stilen. Resultatet avundersökningen ger upphov till en designmetod som vi applicerar på vår gestaltning för atttesta den i en annan spel genre. Mycket av metoden är fokuserad på hur Flower och Journeygör då vi bara undersöker de två spelen. Vi skulle vilja göra en mer generell undersökning dåvi undersöker mer spel som också har ett narrativ utan dialog och text.
We study the narrative style that Flower and Journey uses. In this narrative style, there is nodialogue and text. Based on Flower and Journey, we created a design method that will be aninspiration for developers who want to test this style. The result of this bachelor thesis givesrise to a design method that we apply to our game idea this applies the method to anothergame genre. Much of the method is very focused on what Flower and Journey do when weonly examine these two games. We would like to do a more general study when we examinemore games that also have a narrative without dialogue and text.
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Howland, Katherine. "Narrative threads : supporting young people in developing writing skills through narrative-based game creation." Thesis, University of Sussex, 2012. http://sro.sussex.ac.uk/id/eprint/42603/.

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This thesis examines how narrative-based game creation can be used as an activity to improve writing skills for young people aged 11-15, and how additional representational support in a game creation tool can increase the benefits of the activity. Creating narrative-based games can involve traditional writing skills as well as requiring the 21st century skills of multimodal and interactive writing. Toolsets make it possible for young people to create 3D role-playing games with a commercial look and feel, but they do not provide support for the complex task of interactive and multimodal narrative creation. To investigate the desirable features of a tool that would support this task and the associated learning, an extensive learner-centred design process was conducted. This involved teachers and young people, and also incorporated relevant theory synthesised into a design model. A suite of tools, Narrative Threads, was designed and developed through an iterative process to provide the support highlighted as important. Two evaluative studies were conducted in different learning contexts; a secondary school and a vacation workshop. A mixed-methods approach was used to examine the overall potential for the activity to support writing skills development and the impact made by additional representational support. Comparative studies between groups showed some evidence that writing skills were improved for those taking part in game creation, and there were further benefits for groups using Narrative Threads in the workshop setting, but not in the school setting. Additionally, a multimodal analysis of the games created showed that many participants demonstrated a developing proficiency in using 3D graphical elements, text and sound to convey an interactive narrative. The findings indicate promise for the approach, although additional curricular and pedagogical support would be crucial if the potential is to be actualised in a classroom context.
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Mallon, B. "Evaluating narrative models of engagement in multimedia game design." Thesis, Queen's University Belfast, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.411362.

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Jin, Chengyue. "Game narrative conveyed through visual elements in digital games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.

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This thesis compares the different concepts of game narrative and traditional narrative, and aims to explore and analyze the relationship between visual elements and game narrative in video games. Game narrative is an emerging narrative based on digital media. It can not only include stories from traditional narratives, but also convey narratives through the virtual environment and mechanisms of games. This thesis discusses the concepts of traditional narrative and game narrative from the basic concepts of narrative, and lists different visual narrative elements and video games of different narrative types on this basis. In addition, this thesis designs a study that includes different dimensions of immersion to investigate the impact of narratives conveyed through visual elements on player immersion.
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Hall, Brayton Bruno. "A Language-Game Justification for Narrative in Historical Explanation." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78239.

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The problem of historical explanation consists in how historical facts are put together. No mere collection of facts constitutes an explanation: there must be some underlying explanation for why those facts occurred in the way they did. Many competing theories of historical explanation have thus been offered, from the highly technical D-N or covering law model, to narrative-based explanations. This paper exposes the flaws in the covering law model proposed by Carl Hempel, and offers a justification for narrative-based explanations by appealing to the notion of language games as used by Ludwig Wittgenstein, as well as the narrative and paradigm models of Arthur Danto and Thomas Kuhn for explaining historical events.
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Ahn, Changhyun. "Interacting With Story: Examining Transportation into Video Game Narrative." Cleveland State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=csu1431608782.

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Ngai, Anita Ching Yi. "Cultural Influences On Video Games: players' preferences in narrative and game-play." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/770.

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As an entertainment media, video games provide pleasure and enjoyment through interactions with various game elements. Some games are more successful in one part of the world than others, which sales data have clearly shown over the years. Games designed in various parts of the world often have distinct differences, as developers implicitly or subconsciously convey their values and culture in their creations. Thus, in examining ?what is fun,? one must move beyond technical aspects of game design and look into immersion and emotional experiences.

In this paper, sales data for 2004 were first examined, followed by a case study to investigate any differences between Japan and the US, where major game console manufacturers and game developers reside. Although they indicated differences in popularity of genres and design approaches, results from the survey were not able to verify conclusively major statistical difference between the two groups of respondents.

The survey was constructed with a focus on narrative and game-play elements, in hopes to get a better understanding of players? preferences through the concept of immersion, which were anticipated to be influenced by cultural differences. Although no major differences were found, given the small sample population, it could be seen that there was a greater sense of character attachment from Japanese respondents, while American respondents did not like to be forced away from their actions by ?long? narrative elements.
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Madej, Krystina. "Characteristics of Early Narrative Experience : Connecting print and digital game /." Burnaby B.C. : Simon Fraser University, 2007. http://ir.lib.sfu.ca/handle/1892/9751.

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Thesis (Ph.D.) - Simon Fraser University, 2007.
Theses (School of Interactive Arts & Technology) / Simon Fraser University. Senior supervisor: Dr. John Bowes -- School of Interactive Arts & Technology. Also issued in digital format and available on the World Wide Web.
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Shook, Steffi A. "Personal Narrative Video Games: Failure, Empathy, and Marginalized Game Developers." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1556017903138173.

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Books on the topic "Game-narrative"

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Thabet, Tamer. Video Game Narrative and Criticism. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525543.

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Jonathan, Gash. The great California game: A Lovejoy narrative. London: Century, 1991.

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Jonathan, Gash. The great California game: A Lovejoy narrative. London: Arrow, 1991.

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In Palamedes' shadow: Explorations in play, game & narrative theory. Boston: Northeastern University Press, 1990.

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Of literature and knowledge: Explorations in narrative thought experiments, evolution, and game theory. Abingdon, [England] : New York: Routledge, 2006.

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Suter, Beat, René Bauer, and Mela Kocher, eds. Narrative Mechanics. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839453452.

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What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
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Selous, Frederick Courteney. A hunter's wanderings in Africa: Being a narrative of nine years spent amongst the game of the far interior of South Africa ... London: R. Bentley, 1989.

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Wallis, James. The extraordinary adventures of Baron Munchausen: A superlative role-playing game in a new style. London: Hogshead, 1998.

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Ringbearers: The Lord of the Rings Online as intertextual narrative. Manchester: Manchester University Press, 2011.

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Christie, Ian, and Annie Oever, eds. Stories. NL Amsterdam: Amsterdam University Press, 2018. http://dx.doi.org/10.5117/9789462985841.

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Stories are perceived as central to modern life. Not only in narrative entertainment media, such as television, cinema, theater, but also in social media. Telling/having "a story" is widely deemed essential, in business as well as in social life. Does this mark an intensification of what has always been part of human cultures; or has the realm of "story" expanded to dominate twenty-first century discourse? Addressing stories is an obvious priority for the Key Debates series, and Volume 7, edited by Ian Christie and Annie van den Oever, identifies new phenomena in this field — complex narration, puzzle films, transmedia storytelling — as well as new approaches to understanding these, within narratology and bio-cultural studies. Chapters on such extended television series as Twin Peaks, Game of Thrones and Dickensian explore distinctively new forms of screen storytelling in the digital age. With contributions by Vincent Amiel, Jan Baetens, Dominique Chateau, Ian Christie, John Ellis, Miklós Kiss, Eric de Kuyper, Sandra Laugier, Luke McKernan, José Moure, Roger Odin, Annie van den Oever, Melanie Schiller, Steven Willemsen, Robert Ziegler.
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Book chapters on the topic "Game-narrative"

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Dubbelman, Teun. "Narrative Game Mechanics." In Interactive Storytelling, 39–50. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-48279-8_4.

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Thabet, Tamer. "Game Criticism." In Video Game Narrative and Criticism, 49–71. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525543_3.

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Breault, Michael. "Teaching Narrative Design and Game Design." In Narrative Design, 89–98. Boca Raton, FL: CRC Press, 2020.: CRC Press, 2020. http://dx.doi.org/10.1201/9780429200762-12.

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Thabet, Tamer. "Introduction." In Video Game Narrative and Criticism, 1–10. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525543_1.

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Thabet, Tamer. "A Player’s Story." In Video Game Narrative and Criticism, 11–48. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525543_2.

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Mukherjee, Souvik. "(W)Reading the Machinic Game-Narrative." In Video Games and Storytelling, 48–72. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525055_3.

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McGill, Kirsty Michelle. "Narrative Game Mechanics and Interactive Fiction." In Interactive Storytelling, 289–92. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-04028-4_32.

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Strugnell, Jonathan, Marsha Berry, Fabio Zambetta, and Stefan Greuter. "Narrative Improvisation: Simulating Game Master Choices." In Interactive Storytelling, 428–41. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-04028-4_50.

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Larsen, Bjarke Alexander, and Henrik Schoenau-Fog. "The Narrative Quality of Game Mechanics." In Interactive Storytelling, 61–72. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-48279-8_6.

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Qin, Hua, Pei-Luen Patrick Rau, and Gavriel Salvendy. "Player Immersion in the Computer Game Narrative." In Entertainment Computing – ICEC 2007, 458–61. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-74873-1_60.

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Conference papers on the topic "Game-narrative"

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Wei, Huaxin. "Embedded narrative in game design." In the International Academic Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1920778.1920818.

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Tang, Y., and R. Hare. "Adaptive Narrative Game for Personalized Learning." In 2019 IEEE International Conference on Service Operations and Logistics, and Informatics (SOLI). IEEE, 2019. http://dx.doi.org/10.1109/soli48380.2019.8955069.

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Howland, Kate, Judith Good, and Benedict du Boulay. "Narrative support for young game designers' writing." In IDC '15: Interaction Design and Children. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2771839.2771858.

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Robertson, Judy, and Judith Good. "Children's narrative development through computer game authoring." In Proceeding of the 2004 conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1017833.1017841.

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Martins, Micaela, Ana Breda, Eugénio Rocha, and Ricardo Domingues. "CNME A MATH NARRATIVE-BASED SERIOUS GAME." In 13th International Conference on Education and New Learning Technologies. IATED, 2021. http://dx.doi.org/10.21125/edulearn.2021.0606.

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Zhu, Jichen, Santiago Ontañón, and Brad Lewter. "Representing game characters' inner worlds through narrative perspectives." In the 6th International Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2159365.2159393.

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Roden, Timothy, and Ian Parberry. "Designing a narrative-based audio only 3D game engine." In the 2005 ACM SIGCHI International Conference. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1178477.1178525.

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Benton, Laura, Asimina Vasalou, Daniel Gooch, and Rilla Khaled. "Understanding and fostering children's storytelling during game narrative design." In IDC'14: Interaction Design and Children 2014. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2593968.2610477.

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Hare, Ryan, Ying Tang, Wei Cui, and Joleen Liang. "Optimize Student Learning via Random Forest-Based Adaptive Narrative Game." In 2020 IEEE 16th International Conference on Automation Science and Engineering (CASE). IEEE, 2020. http://dx.doi.org/10.1109/case48305.2020.9217020.

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Hsiao, Hui-Chun. "Reflective learning with narrative interface in a simulation game environment." In ACM SIGGRAPH 2006 Research posters. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1179622.1179674.

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