Academic literature on the topic 'Video game fiction'
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Journal articles on the topic "Video game fiction"
Maza, Antonio José Planells de la. "The expressive power of the Possible Worlds Theory in video games: when narratives become interactive and fictional spaces." Comunicação e Sociedade 27 (June 29, 2015): 289–302. http://dx.doi.org/10.17231/comsoc.27(2015).2102.
Full textBissell, Blake, Mo Morris, Emily Shaffer, Michael Tetzlaff, and Seth Berrier. "Vessel: A Cultural Heritage Game for Entertainment." Archiving Conference 2021, no. 1 (June 18, 2021): 1–6. http://dx.doi.org/10.2352/issn.2168-3204.2021.1.0.2.
Full textSteinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (September 2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.
Full textJatmiko, Rahmawan. "Fictional Characters’ Heroism in Assassin’s Creed III Video Game in the Perception of Indonesian Video Gamers." NOBEL: Journal of Literature and Language Teaching 8, no. 1 (April 3, 2017): 35–48. http://dx.doi.org/10.15642/nobel.2017.8.1.35-48.
Full textFalkenhayner, Nicole. "Futurity as an Effect of Playing Horizon: Zero Dawn (2017)." Humanities 10, no. 2 (April 27, 2021): 72. http://dx.doi.org/10.3390/h10020072.
Full textHaggis, Mata. "Creator’s discussion of the growing focus on, and potential of, storytelling in video game design." Persona Studies 2, no. 1 (May 17, 2016): 20–25. http://dx.doi.org/10.21153/ps2016vol2no1art532.
Full textGuttenbrunner, Mark, Christoph Becker, and Andreas Rauber. "Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games." International Journal of Digital Curation 5, no. 1 (June 22, 2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.
Full textGalanina, Ekaterina V., and Elena O. Samoylova. "“GAME-RELATED PHENOMENA” AS MODERN MYTHMAKING." Vestnik Tomskogo gosudarstvennogo universiteta. Kul'turologiya i iskusstvovedenie, no. 40 (2020): 5–19. http://dx.doi.org/10.17223/22220836/40/1.
Full textNovikov, Vasily N. "Aesthetics of Interactivity: Between Game and Film. To Watch or to Play?" Journal of Flm Arts and Film Studies 10, no. 1 (March 15, 2018): 54–63. http://dx.doi.org/10.17816/vgik10154-63.
Full textBasaraba, Nicole. "A communication model for non-fiction interactive digital narratives: A study of cultural heritage websites." Frontiers of Narrative Studies 4, s1 (November 22, 2018): s48—s75. http://dx.doi.org/10.1515/fns-2018-0032.
Full textDissertations / Theses on the topic "Video game fiction"
Rutherford, Kevin J. "Playing/Writing: Connecting Video Games, Learning, and Composition." Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1281125116.
Full textStanisic, Biljana. "Fantasy versus Reality: How video game and book genres associate with creative thinking." Thesis, Linnéuniversitetet, Institutionen för psykologi (PSY), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-85441.
Full textJespersdotter, Högman Julia. "Repeating Despite Repulsion: The Freudian Uncanny in Psychological Horror Games." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-42829.
Full textMérard, Aurélien. "La figure du posthumain : pour une approche transmédiale." Thesis, Bordeaux 3, 2018. http://www.theses.fr/2018BOR30048/document.
Full textThis work focus on the study of the posthuman figures. It is based on a transmedial and transnational corpus. It seeks to answer two key questions : can we expose, through the posthuman figure, the desires and the anguishes of this still rising millennium’s man ? How the posthuman thought experiment, set into motion by the fiction, challenge the very concept of humanity ? As a first step, this work emphasizes on the links that exist between posthumanity and this homogeneous and reccuring, in our fictions, territory that Antonio Negri and Micharl Hardt call Empire. Then, it’s interested in the plasticity of the posthuman bodies and minds, in the way that their numerous avatars expand through time as well as the reasons that underlie this extreme plasticity. Lastly, he tries to show that the posthuman do not fall into a dramatic new imagination, but that it proceeds, in fact, of the reordering or the reconfiguration of a anthropological imagination already well rooted in the collective unconscious
Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.
Full textBlake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.
Full textBurgess, Elizabeth. "Understanding interactive fictions as a continuum : reciprocity in experimental writing, hypertext fiction, and video games." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/understanding-interactive-fictions-as-a-continuum-reciprocity-in-experimental-writing-hypertext-fiction-and-video-games(5202be2d-db6d-4791-aa53-004072ffa4a7).html.
Full textPeyron, David. "La construction sociale d'une sous-culture : l'exemple de la culture geek." Thesis, Lyon 3, 2012. http://www.theses.fr/2012LYO30089.
Full textThis dissertation is about « geek culture » and the emergence of this subcultural identity in recent years in France. This movement, born in North America, has entered the public sphere in a spectacular way and it encourages us to study its sociological reality. Geeks are seen here as fans of imaginary worlds (science-fiction, fantasy…), new technologies lovers, and as first and original audience of the process of cultural convergence defined by Henry Jenkins. The increasing visibility of the geek phenomenon is connected to many practices associated with this process (fanfictions, wide use of digital technology, transmedia and immersive storytelling, etc.). From this point of view, the reflexive moment (the feeling of being part of a collective identity) and the geek trend are both rooted by the beginnings of cultural convergence (from the pulp fictions, and the birth of comic books, to the release of Star Wars, the Lord of the Rings and the first role-playing or video games). It also has to do with the recent growth of links between media, with the success of participatory culture, the possibility of worldwide share thanks to digital technologies and the shift from preassigned identities to chosen ones in our individualistic society
Grayson, Neil R. "The Bit - Collected Stories." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1555428898931184.
Full textDupont, Florian. "Les marqueurs des univers fictifs populaires : outils stratégiques du marketing, de l’économie et de la consommation des fictions audiovisuelles de divertissement (1995-2015)." Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCA099/document.
Full textBe they video games, movies or TV shows, popular audiovisual fictions encourage the consumption of diverse cultural works, instinctively linked to a specific fictitious universe, brand, genre or organisation. Analyzing this audience’s reflex leads to the inner working of how cultural products are linked together, thanks to an apparently innocuous element which indeed supports an allusion. This marker, as we will call it, can be understood as such only under certain conditions. When it is, it can play a central role in the risk-reduction strategies implemented by entertainment industries during the design, production and marketing of mainstream fictions, with no guarantees of of a success that can hardly be summed up by box-office numbers. These strategies, in turn, promote a playful use of markers in fictions, allowing the audience’s exploration of popular culture universes, and their recycled use as allusions by creative teams in the TV show, film and video game industries
Books on the topic "Video game fiction"
Spence, Paul B. Equipment guide: Red Shift, science fiction roleplaying game. 2nd ed. Lexington, Ky: Grendel Roleplaying, 2003.
Find full textPublishing, Herobrine. Diary of a Minecraft Zombie: Back to Scare School. Sydney: Zack Zombie, 2015.
Find full textBook chapters on the topic "Video game fiction"
Onwumechili, Chuka. "Sport fiction, Fantasy, and video games." In Sport Communication, 268–84. Abingdon, Oxon ; New York, NY : Routledge, [2018]: Routledge, 2017. http://dx.doi.org/10.4324/9781315270920-20.
Full textMackey, Margaret. "Entering the Fiction: The Subjunctive and the Deictic Centre." In Narrative Pleasures in Young Adult Novels, Films, and Video Games, 76–94. London: Palgrave Macmillan UK, 2011. http://dx.doi.org/10.1057/9780230316621_5.
Full text"◾ Game Narratives." In Science Fiction Video Games, 40–51. A K Peters/CRC Press, 2014. http://dx.doi.org/10.1201/b17460-5.
Full text"◾ Game Design." In Science Fiction Video Games, 52–57. A K Peters/CRC Press, 2014. http://dx.doi.org/10.1201/b17460-6.
Full text"Fiction." In The Routledge Companion to Video Game Studies, 460–67. Routledge, 2014. http://dx.doi.org/10.4324/9780203114261-67.
Full textWheeler, J. "Writing for Interactive Fiction." In Writing for Video Game Genres, 201–17. A K Peters/CRC Press, 2009. http://dx.doi.org/10.1201/b10641-20.
Full textYoung, Michael F., Stephen T. Slota, Roger Travis, and Beomkyu Choi. "Game Narrative, Interactive Fiction, and Storytelling." In Video Games and Creativity, 199–222. Elsevier, 2015. http://dx.doi.org/10.1016/b978-0-12-801462-2.00010-2.
Full textKlug, Chris. "Writing for Science-Fiction and Fantasy Games." In Writing for Video Game Genres, 127–36. A K Peters/CRC Press, 2009. http://dx.doi.org/10.1201/b10641-13.
Full textPereira, Joe. "Beyond Hidden Bodies and Lost Pigs." In Cases on Digital Game-Based Learning, 50–80. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2848-9.ch004.
Full textKrzywinska, Tanya. "Formations of Player Agency and Gender in Gothic Games." In Women and the Gothic. Edinburgh University Press, 2016. http://dx.doi.org/10.3366/edinburgh/9780748699124.003.0015.
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