Dissertations / Theses on the topic 'Video game fiction'
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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
Daste, Sophie. "Expérimentations artistiques des espaces de fiction générés par les nouveaux médias issus des cultures générationnelles otaku et geek." Thesis, Paris 8, 2015. http://www.theses.fr/2015PA080042.
Full textIn a widespread background in which the influences of Otaku and Geek Generational Cultures have increased as regards both their cultural content and the new media created by them, we undertook to study their propensity to penetrate into the art sphere, whether within or outside contemporary art. The convergence of the media inherent to both cultures has produced new means of expression which have given rise to several types of experimental practices. In the light of these new aspects, we strove to review our referents as well as our practice. Emerging new IT systems are becoming more and more popular and they are increasingly affecting their users' daily lives. With such new items of knowledge, new relations to things have developed and they provide a foundation on which new Fantasy Realms are being built."Artistic Testings of Fantasy Realms Created by New Media derived from the Otaku and Geek Generational Cultures" is a transdisciplinary thesis. It blends art research with etymological, anthropological and sociological studies. The methodology applied relies on studies carried out by researchers and is based on the testing of the works presented which are related to contemporary art, books, comics, video games, alternate reality games etc., as well as to the convergence of all such media. As regards the domain referred to herein, we believe that testing through practising is a paramount aspect of the relevance of this thesis which is based on the study of an ever evolving cultural territory
Miras, José-Louis de. "Entre cinéma et jeu vidéo : la fiction actable : sur les traces d'une forme filmique interactive en devenir." Thesis, Bordeaux 3, 2020. http://www.theses.fr/2020BOR30030.
Full textInteractive cinema, playable movies, interactive movies: all these denominations are the demonstrations of attempts to define a cinema where the spectator would have the possibility to interact with the narration by choosing alternatives. In this kind of cinema, the spectator is able to correct and modify the narration proceeding, because of the consequences of his choices. Since its creation in 1967, interactive cinema has not stopped searching for a stable form to define itself. Throughout the years, it has respectively taken the shape respectively of cinema, Internet and finally video games. This latter seems to have been the more stable form and has been for several years. Interactive cinema is, therefore, a promising interactive filmic form to be. This thesis leads us on its traces, bounding the lines and outlines and so highlights a marginal object which shows the transformations of the field of cinema. By establishing the story of interactive cinema, we will try to understand how this complex phenomenon, which is out of the traditional field of artistic disciplines, could have an effect on the convergence between cinema and video games. It is also question of studying how the interactive narration deploys itself and how it makes the spect-actor participate; to wonder about its viability in this current context, about the creation’s conditions of such works, and finally, to highlights the sociocultural stakes of this object registered in an artistic landscape where convergence media has become a common thing
Brown, Megan R. "A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1345038934.
Full textHansson, 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.
Full textWANG, TZU-WEI, and 王祖威. "Playing History:The pleasure experience of playing historical fiction video games and player's history learning." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/nj74g7.
Full text國立中正大學
傳播學系電訊傳播研究所
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The video game industry grows rapidly in the past few decades. Among all kinds of video games, historical fiction video game has been proved to be one of the most popular types of video game. This research tries to investigate the enjoyment experienced by the historical fiction video game players and the relationship between history learning and video game playing. Data were collected by the in-depth interviews of 14 historical fiction video gamers. The result of research shows that the enjoyments of historical fiction video games can be discussed in three different aspects: "The enjoyment of control," "The enjoyment of cross-media," and "The enjoyment of social interaction." The enjoyment of control comes from taking up the challenges in the games, and the feeling of achievement when players complete the challenges. The enjoyment of cross-media comes from knowing-players’ knowledge of the original context. This kind of enjoyment is composited by "the enjoyment of sensory," "the enjoyment of emotion ," and "the enjoyment of cognitive." The enjoyment of social interaction comes from two different communities: actual community and virtual community. Because of the special characteristic of historical fiction video game, its virtual community interaction is weaker than its actual community interaction. This research also demonstrates that historical fiction video games do help players’ history learning experience, furthermore, game playing increases the players’ historical consciousness. For knowing-players, playing historical fiction games stimulates their interest in learning related histories. For unknowing-players, the historical fiction video games serve as an opportunity for developing fundamental knowledge of related histories.
(9764045), Steven James Koontz. "HERMENEUTICS IN SIMULATED ENVIRONMENTS: THE LITERARY QUALITY OF DIGITAL ARTIFACTS." Thesis, 2020.
Find full textParelho, Silvia Lourenço. "Ficção interactiva para pessoas com necessidades visuais." Master's thesis, 2013. http://hdl.handle.net/10437/7161.
Full textA maioria dos jogos é desenvolvida sem ter em consideração a acessibilidade para pessoas com necessidades especiais. Esta dissertação visa contribuir para esta área, indo de encontro à carência de jogos destinados ou adaptados a pessoas com necessidades especiais visuais. Jogos para cegos já existem noutros países, mas este projecto tem como objectivo criar um audiojogo em português de Portugal. Para compreender o que torna um jogo acessível ou o que levanta barreiras para os utilizadores com necessidades especiais de visão, esta dissertação revê a evolução dos videojogos, bem como da ficção interactiva e dos audiojogos até ao presente. O resultado desta pesquisa levou ao desenvolvimento de um audiojogo de ficção interactiva, onde a informação é transmitida ao jogador através de áudio e os comandos utilizados foram simplificados. Este projecto tem como objectivo contribuir para o desenvolvimento de videojogos e audiojogos em português de Portugal, nos quais a acessibilidade para pessoas com necessidades especiais é a principal consideração.
Most games are developed without taking into account the accessibility for people with visual disabilities. This thesis aims to contribute to this issue, meeting the lack of games designed or adapted for people with visual disabilities. Games for blind people already exist in other countries, but this project aims to create an audiogame in Portuguese from Portugal. To understand what makes a game accessible or what creates barriers for users with visual disabilities, this thesis reviews the evolution of videogames, interactive fiction and audiogames over time. The result of this research led to the development of an audiogame with interactive fiction, where information is conveyed to the player through audio and the commands used were simplified. This project aims to contribute towards the development of videogames and audiogames in Portuguese of Portugal, in which the accessibility for people with visual disabilities is the primary consideration.