Academic literature on the topic 'Ludonarrativa'

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Journal articles on the topic "Ludonarrativa"

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Barbera Hernández, Víctor Manuel. "Propuesta metodológica para la evaluación de la ludonarrativa y la sensación de presencia en videojuegos interactivos e inmersivos." European Public & Social Innovation Review 9 (August 26, 2024): 1–15. http://dx.doi.org/10.31637/epsir-2024-482.

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Introducción: En los entornos digitales contemporáneos, los videojuegos inmersivos e interactivos con base narrativa introducen una nueva forma de narración participativa, denominada ludonarrativa. Esto crea una nueva relación entre el jugador, la trama y la imagen-entorno. La transición a una imagen esférica y la interactividad plantea retos para los investigadores en términos de encontrar elementos que se puedan operativizar para un análisis efectivo de estos nuevos formatos. Metodología: El objetivo de nuestra investigación estuvo centrado en la creación de una herramienta de análisis que p
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Paredes-Otero, Guillermo. "Videojuegos para visibilizar las enfermedades mentales: la ludonarrativa como herramienta de concienciación." Con A de animación, no. 19 (September 30, 2024): 14–31. http://dx.doi.org/10.4995/caa.2024.21400.

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¿Es posible experimentar los síntomas de una psicosis sin tenerla? El porcentaje de personas que padecen problemas mentales ha aumentado en los últimos años a raíz de la pandemia por Covid-19, sobre todo con trastornos como la ansiedad o la depresión. Al mismo tiempo, el videojuego se erige como uno de los formatos culturales y narrativos más relevantes en la actualidad y, gracias a superar su concepción de mera opción de entretenimiento, puede ser una herramienta de sensibilización ante problemas sociales. Este artículo pretende demostrar cómo el ocio interactivo es capaz de concienciar sobre
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Saldías Rossel, Gabriel, and Carolina Navarrete González. "El ciberpunk según los gatos: Agencias ahumanas en la inmersión ludonarrativa de Stray (2022)." Arbor 200, no. 812 (2025): 2804. https://doi.org/10.3989/arbor.2024.812.2804.

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El presente artículo tiene por objetivo explorar las implicancias de la agencia no humana como mecanismo de interacción ludonarrativa en el videojuego Stray (2022), buscando esclarecer las relaciones de cooperación interespecie que en este se representan. El análisis se enfoca en determinar las dinámicas de cruce y vínculo que se fraguan entre entidades orgánicas e inorgánicas, estableciendo parentescos zootécnicos que cuestionan los preceptos conceptuales del posthumanismo crítico en contextos especulativos cyberpunk y ahumanos. Por último, interesa igualmente indagar respecto a las potencial
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Hernández-Pérez, Juan Francisco, Sergio Albaladejo-Ortega, and Daniel Raja-Aparicio. "Entre la narración y la jugabilidad: explorando la disonancia ludonarrativa en los videojuegos." Comunicación y Medios 33, no. 49 (2024): 80–91. http://dx.doi.org/10.5354/0719-1529.2024.72227.

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El fenómeno conocido como disonancia ludonarrativa emerge como un elemento singular que plantea un dilema contradictorio al jugador y conduce a la toma de ciertas prevenciones sobre la coherencia y la inmersión. Esta investigación pretende contribuir a la comprensión de la funcionalidad de este componente y a determinar su utilidad como herramienta propia del videojuego, partiendo de la creencia de que puede convertirse tanto en un desafío como en una oportunidad para los diseñadores, permitiendo enriquecer la experiencia del jugador. La metodología empleada ofrece una mejor comprensión de est
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Borges, Celia Nunes Pereira, and Zaíra Bomfante dos Santos. "O uso de videogames como textos na sala de aula: um olhar pelas lentes da abordagem multimodal." Diálogo das Letras 11 (August 17, 2022): e02205. http://dx.doi.org/10.22297/2316-17952022v11e02205.

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O uso de jogos de videogame está presente no cotidiano das pessoas de diversas faixas etárias e também no contexto escolar por meio das tecnologias como o celular. Com o objetivo de associar atividades por intermédio dessa mídia digital e o ensino de língua estrangeira, este trabalho investiga a interação por meio da leitura e as contribuições que os games de plataforma podem proporcionar aos alunos durante o processo de ensino-aprendizagem de língua inglesa. A partir das contribuições de Kress (2010), Cope, Kalantzis (2008, 2009), Grupo de Nova Londres (1996, 2000), Gee (2003), Machin (2007)
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García Martín, Francisco David, and María Fernández Rodríguez. "El monstruo como paradigma de la alteridad: las sagas videolúdicas Dragon Age (2009-2014) y The Witcher (2007-2015)." Hipertext.net, no. 29 (November 29, 2024): 51–61. http://dx.doi.org/10.31009/hipertext.net.2024.i29.04.

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Los monstruos, como criatura folclórica o fantástica propia de las ficciones de ayer y de hoy, han llegado a constituir una metáfora de la otredad. Depositarios de todos nuestros miedos y recelos, lo cierto es que diversos discursos históricos no necesariamente veraces, proyectados desde los intereses de las élites de algunos endogrupos, han llegado a moldearlos para seguir perpetuando ideas de discriminación, rechazo y odio, en aras del mantenimiento de un régimen social que favorece la supremacía de una raza o etnia sobre otras y condena la diferencia y el desvío. Este planteamiento es, prec
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Pérez-Latorre, Óliver, and Marta Fernández Ruiz. "Videojuegos, narrativa y game studies. Once more, with feeling!" Hipertext.net, no. 29 (November 29, 2024): 1–24. http://dx.doi.org/10.31009/hipertext.net.2024.i29.01.

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En un contexto actual donde se debate acerca de la ‘crisis de la narración’ (Han, 2023), asociándola a tendencias de la cultura digital, partimos del cuestionamiento a conclusiones precipitadas al respecto y argumentamos sobre el interés de la creatividad ludonarrativa en el videojuego contemporáneo, como objeto de estudio. Ello, en relación con la recreación de imaginarios narrativos, innovaciones en diseño y tecnología y la emergencia del ámbito indie, incluyendo géneros relativamente ‘nuevos’ como el walking simulator. Asimismo, repasamos el valor de los estudios narrativos en los game stud
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Porta-Pérez, Alberto. "Ludonarrativas concienciadas." Obra digital, no. 22 (February 26, 2022): 97–110. http://dx.doi.org/10.25029/od.2022.345.22.

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Las ludonarrativas concienciadas promueven en la jugadora el pensamiento crítico y lo hacen por medio de un complejo entretejido lúdico-narrativo bajo las claras inquietudes de unas diseñadoras que buscan transmitir unos valores concretos. Estas ludonarrativas germinan en un espacio donde no existe la represión artística por parte de la diseñadora y donde hay un especial interés de la jugadora por descubrir, escuchar y aprender a través de su relación con el juego, concretamente en las aventuras narrativas que cuentan con un diseño de elecciones y ramificaciones.
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Vešligaj, Enio, and Andrija Bernik. "Outlook on Methods Dealing with Ludonarrative." Tehnički glasnik 19, no. 2 (2025): 227–35. https://doi.org/10.31803/tg-20240623232615.

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Ludonarrative has become one of the most prevalent topics in video games. More and more games are judged or analysed in accordance with ludonarrative methods. This paper will analyse the work which has been done to guide ludonarrative methods. The methods will be presented so that we are able to summarise and find the gaps in today’s game development process. Most of the works on ludonarrative methods are theoretical and few are practical. They focus on specific intricacies of ludonarrative and from there procedures are built. The purpose of this paper is to present and find where and how meth
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Ruiz García, David. "Gamificando en secreto: diseño y puesta en escena de un juego de realidad alternativa en un congreso académico." Pangea. Revista de Red Académica Iberoamericana de Comunicación 15, no. 1 (2024): 50–61. https://doi.org/10.52203/kvn5b643.

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If we have to think of a scenario prone to gamification, to the inclusion of ludic mechanics or even ludonarratives as a vehicle to achieve certain objectives outside the magic circle, perhaps that could be a specific academic conference on the topic, a day of conferences. starring experts in innovation, in creative uses of the game in real life, in the company or in educational environments. However, in practice it is much more plausible to imagine or predict the development of said congress like any other, with a conventional agenda, with a presenter, round tables and speakers constrained to
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Dissertations / Theses on the topic "Ludonarrativa"

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Lasagna, Giovanni. "Il racconto ludonarrativo. Analisi del videogioco come medium narrativo." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022. http://amslaurea.unibo.it/25147/.

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Il linguaggio videoludico si è sufficientemente evoluto da permettere di raccontare storie in modi che altri medium, tipicamente più narrativi, non possono fare. L’obiettivo di questo lavoro è quello di individuare i metodi principali utilizzati dai videogiochi per narrare storie, poiché ciò può contribuire a comprendere le potenzialità espressive del medium.
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Nivala, H. (Henri). "Fiction and video games:towards a ludonarrative model." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201905302271.

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Abstract. This thesis presents an evolutionary (rather than revolutionary) step towards a more holistic understanding of narrative meaningfulness in the medium commonly known as video games, based on the intrinsic semiotics of interactivity. The aim of the thesis is to highlight the narrative meaningfulness of not just the written or scripted content of a work, but also the emergent qualities, which may offer the player a serious tool for self-expression and co-authoring the experience. The concepts of coherence and cohesion are also discussed as they pertain to interactive mixed-media experie
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Millqvist, Lydia. "Ludonarrativ dissonans påverkan på ett spels trovärdighet." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15373.

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I detta arbete undersöker jag ludonarrativ dissonans påverkan på ett spels trovärdighet. Spel idag får allt mer djupgående narrativ (Haggis, 2017) så ludonarrativ dissonans blir allt tydligare. Trovärdighet har en stark koppling till inlevelse som ofta ses som väldigt viktig (Brown & Cairns, 2004). I och med att ludonarrativ dissonans blir allt mer framträdande är det viktigt att vi undersöker dess påverkan på aspekter som trovärdighet. Min metod bestod av ett kort spel som innehöll ludonarrativ dissonans som testarna fick spela. Efter detta utförde jag en kvalitativ intervju med testarna.
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Bjarnehed, Mathilda. "Berättelse och mekaniker i konflikt : Ludonarrativ dissonans effekt på narrativ transport." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11046.

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För att kunna skapa intressanta och engagerande berättelser i spel behövs förståelse för hur spels unika egenskaper påverkar berättande. Ett spelnarrativa kan delas upp i det inbäddade narrativet, som består av till exempel texter och dialog, samt det emergenta narrativet, som uppstår ur spelets gameplay. När dessa två delar inte stämmer överens uppstår ludonarrativ dissonans. I detta arbete undersöks hur ludonarrativ dissonans påverkar narrativ transport, det vill säga inlevelse i en berättelse. Två versioner av ett berättelsedrivet spel skapades med olika mekanikerna för att uppnå låg respek
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Halvorsen, Kristina. "Ludonarrativ dissonans og konsonans : En analyse av fiksjonsinnlevelse og spilldesign i historiedrevne dataspill." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for kunst og medievitenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-24959.

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Karavatos, Athanasios. "“WHAT IS YOUR DPS, HERO?” : Ludonarrative dissonance and player perception of story and mechanics in MMORPGs." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13420.

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This thesis studies the MMORPGs and the ludonarrative dissonance that exist in the complexity of their design. Given the massive multiplayer nature of these games, players of different ambitions and gameplay preference need to coexist, which is a massive challenge for both the players themselves and the designers of these worlds. The balance of these two major aspects of the game, what affects the players and this tension, is the focal point of this thesis. By conducting a survey through various MMORPG player bases, this thesis concludes that this tension is not only a balance between narrativ
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Wahlsten, Christoffer. "”Run you bastards! I’m coming for you all!” : En narrativ och processretorisk analys av Tomb Raider." Thesis, Uppsala universitet, Avdelningen för retorik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296822.

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Uppsatsen tar sig – med utgångspunkt i en analys av spelet Tomb Raider (2013) – an frågan om hur karakterisering genomförs inom interaktiva dataspel. Wahlsten väljer att använda sig dels av Sonja K Foss metod för narrativ analys, dels av Ian Bogosts procedurala retorik för att visa hur karaktären Lara Croft konstrueras under loppet av spelet. Dessa två metoder används för att kartlägga verktygen med vilka spelets narrativ presenteras, såväl de interaktiva som de icke-interaktiva. Uppsatsen visar tydligt och med många exempel att det finns en spänning mellan narrativets krav och spelarens intre
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Hansson, Mikael, and Stefan Karlsson. "A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121058.

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In this study we aimed to investigate the process through which players of video games situate, and form an understanding of their presence within the virtual game environment. This study specifically investigates this process in games played through a first person perspective with the intention of minimising the amount of visual information provided the participants. For this purpose we created two scenarios within a videogame environment specifically design for the study. A total of thirteen participants took part in the study, and after each season a semi structured interview was performed.
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Fuchs, Angelica. "The Player’s Journey: Ludology and Narratology in Modern Gaming." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5460.

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This thesis examines the evolution of gaming criticism (specifically ludology and narratology) and games as a medium of expression through the use of case studies. These case studies look at some of the core aspects of four major titles (The Last of Us, Horizon Zero Dawn, various BioWare games and Journey) and survey how these games work to effectively employ a narrative while maintaining an immersive, intuitive system for the player to interact with. Through these titles, the thesis suggests that in order to gain a full scope of a game’s intentions, studies should analyze more than the base s
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Blückert, Olliver. ""Att döda för underhållning är harmlöst." : En analys av de interaktiva elementen i TV-spelet Spec Ops: The Line." Thesis, Stockholms universitet, Institutionen för kultur och estetik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-186630.

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Studien undersöker hur det interaktiva elementet i TV-spelet Spec Ops: The Line påverkar och formar spelets narrativ, och försöker utifrån det dra mer allmänna slutsatser rörande vilka effekter interaktiva element i TV-spel kan ha på såväl spelet som dess spelare. Resultaten visar att interaktiva aspekter tillåter spelet att i högre grad förankra sitt budskap i spelaren som individ och dennes beslut, i kontrast till att göra en poäng på mänskligheten i allmänhets bekostnad. I diskussionen uppmanas lärarvärlden att ta till vara på de unika möjligheter som spel erbjuder fö
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Books on the topic "Ludonarrativa"

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Reblin-Renshaw, Lyz. Ludonarrative Synchronicity in the 'BioShock' Trilogy. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63868-9.

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Galisteo, Sofía Francisco. Disonancia Ludonarrativa en Los Videojuegos. Independently Published, 2018.

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Ludonarrative Model of Video Games. Taylor & Francis Group, 2018.

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Reblin-Renshaw, Lyz. Ludonarrative Synchronicity in the 'BioShock' Trilogy. Springer International Publishing AG, 2021.

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Reblin-Renshaw, Lyz. Ludonarrative Synchronicity in the 'BioShock' Trilogy. Springer International Publishing AG, 2020.

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Chaucer's Losers, Nintendo's Children, and Other Forays in Queer Ludonarratology. University of Nebraska Press, 2019.

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Book chapters on the topic "Ludonarrativa"

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Mukherjee, Souvik. "Ludonarrative Postcolonialism." In Global Perspectives on Digital Literature. Routledge, 2023. http://dx.doi.org/10.4324/9781003214915-5.

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Toh, Weimin. "Ludonarrative Dissonance." In A Multimodal Approach to Video Games and the Player Experience. Routledge, 2018. http://dx.doi.org/10.4324/9781351184779-4.

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Toh, Weimin. "Ludonarrative Resonance." In A Multimodal Approach to Video Games and the Player Experience. Routledge, 2018. http://dx.doi.org/10.4324/9781351184779-5.

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Frazzitta, Antonino, and Charlie Hargood. "Tale: Defamiliarizing Ludonarrative Puzzles." In Interactive Storytelling. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-92300-6_18.

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Toh, Weimin. "Video Games as Ludonarrative." In A Multimodal Approach to Video Games and the Player Experience. Routledge, 2018. http://dx.doi.org/10.4324/9781351184779-12.

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Kerner, Aaron, and Julian Hoxter. "The Stupid as Ludonarrative Dissonance." In Theorizing Stupid Media. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-28176-2_5.

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Reblin-Renshaw, Lyz. "Introduction." In Ludonarrative Synchronicity in the 'BioShock' Trilogy. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63868-9_1.

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Reblin-Renshaw, Lyz. "BioShock: Welcome to Rapture." In Ludonarrative Synchronicity in the 'BioShock' Trilogy. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63868-9_2.

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Reblin-Renshaw, Lyz. "BioShock 2: Rapture Was Just the Beginning." In Ludonarrative Synchronicity in the 'BioShock' Trilogy. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63868-9_3.

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Reblin-Renshaw, Lyz. "BioShock Infinite: The New Eden." In Ludonarrative Synchronicity in the 'BioShock' Trilogy. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63868-9_4.

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Conference papers on the topic "Ludonarrativa"

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RAMOS, Rosemary. "Ludonarrativa: narrativas lúdicas em abordagens qualitativas de pesquisa." In 4º Congresso Ibero-Americano em Investigação Qualitativa. Even3, 2015. http://dx.doi.org/10.29327/112972.4-1.

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Burlak, M. O. "FORMS OF LUDONARRATIVE RESONANCE IN ADVENTURE VIDEO GAMES." In ACTUAL PROBLEMS OF LINGUISTICS AND LITERARY STUDIES. TSU Press, 2023. https://doi.org/10.17223/978-5-907572-02-7-2023-131.

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The article discusses such game situations, in which the player feels the same as the game character. At the same time, the video game is presented as a heterogeneous formation in its structure, the interaction of levels of which can lead to such an effect.
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Chen, Nuozhou, and Jiaqi Li. "Links between Video Games and other Media: Ludonarrative Dissonance and Transmedia Storytelling." In Proceedings of the 2nd International Conference on Art Design and Digital Technology, ADDT 2023, September 15–17, 2023, Xi’an, China. EAI, 2024. http://dx.doi.org/10.4108/eai.15-9-2023.2340881.

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Royal, Kimera Anderson-Ellis-Brown, and Charlie Hargood. "Parabolic Emotion: An anthology of poetic games employing ludonarrative techniques in exploring alienation." In HT '24: 35th ACM Conference on Hypertext and Social Media. ACM, 2024. http://dx.doi.org/10.1145/3648188.3676182.

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Gasselseder, Hans-Peter. "Those who played were listening to the music? Immersion and dynamic music in the ludonarrative." In 2014 4th International Workshop on Cognitive Information Processing (CIP). IEEE, 2014. http://dx.doi.org/10.1109/cip.2014.6844512.

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Ferrari, Ambra, and Paolo Soraci. "Ludonarrative Dissonance in The Last of Us Part II: Attempting to Create Empathy with a Villain." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002709.

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In Story-based videogames, the Author has an intended story he wishes to communicate to the player and carefully constructs it to arouse specific sentiments, such as empathy towards characters, which support the development of the narrative as he had imagined it. However, the main obstacle of interactive narratives is reconciling intended storylines with the players’ always unique sense-making of the narrated events. In this paper, we investigate this matter by analyzing the post-apocalyptic videogame The Last of Us Part II (Naughty Dog, 2020). The plot unexpectedly sees Joel, the main charact
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Bettocchi, Eliane, Carlos Klimick, and Letícia Perani. "Can the Subaltern Game Design? An Exploratory Study About Creating a Decolonial Ludology Framework Through Ludonarratives." In Proceedings of DiGRA 2020 Conference: Play Everywhere. Digitial Games Research Association DiGRA, 2020. https://doi.org/10.26503/dl.v2020i1.1218.

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