Academic literature on the topic 'Video game narrative'

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Journal articles on the topic "Video game narrative"

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Haddad, Vanessa L. "Bram Stoker’s Dracula and Video Game Narratives: Pandemic Themes in Covid Times." Interlitteraria 27, no. 1 (2022): 47–56. http://dx.doi.org/10.12697/il.2022.27.1.5.

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This article explores the relationship between Bram Stoker’s Dracula, and its influence on video game narratives. Video game sales have increased significantly since the beginning of the Covid-19 pandemic. The influence of Stoker’s Dracula and the narratives of vampire and pandemic video games is important, since some popular games are explicitly centred around pandemics and vampires, and are being played during the Covid-19 pandemic. The article explores the historical connection between epidemics and the vampire myth, and how that influenced the narrative of Dracula, especially the connectio
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Hambleton, Elizabeth. "Gray Areas." Journal of Sound and Music in Games 1, no. 1 (2020): 20–43. http://dx.doi.org/10.1525/jsmg.2020.1.1.20.

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“Navigable narratives” are a subgenre of narrative-based video games under the umbrella definition of “walking simulators.” While they are a subgenre of video games, analyzing their score or soundscape purely through a video game lens paints an incomplete picture because of their different artistic focus. Models like Elizabeth Medina-Gray's modular analysis are a useful start but insufficient on their own to understand this genre's sound. Rather, a participant's experience in a navigable narrative is often quite similar to that of a soundwalk, especially a virtual reality soundwalk; the game c
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Kjeldgaard-Christiansen, Jens. "Narrative video game aesthetics and egocentric ethics." MedieKultur: Journal of media and communication research 36, no. 68 (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, whe
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Sf. Luthfie Arguby Purnomo, Dyah Nugrahani, Sf Lukfianka Sanjaya Purnama,, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (2017): 107. http://dx.doi.org/10.18326/rgt.v9i2.696.

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This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation i
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Purnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.107-123.

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This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation i
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Purnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.1148.

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This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation i
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Kocurek, Carly. "Walter Benjamin on the Video Screen: Storytelling and Game Narratives." Arts 7, no. 4 (2018): 69. http://dx.doi.org/10.3390/arts7040069.

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Walter Benjamin’s 1936 essay, “The Storyteller” (2006) defines storytelling as a mode of communication that is defined in part by its ability to offer listeners “counsel”, or meaningful wisdom or advice. This article considers the earmarks of storytelling as defined by Benjamin and by contemporary writer Larry McMurtry and argues this type of narrative experience can be offered via interactive media and, in particular, video games. After identifying the key characteristics of storytelling as set forth by Benjamin, the article proposes and advocates for a set of key characteristics of video gam
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Carpita, Barbara, Dario Muti, Benedetta Nardi, et al. "Biochemical Correlates of Video Game Use: From Physiology to Pathology. A Narrative Review." Life 11, no. 8 (2021): 775. http://dx.doi.org/10.3390/life11080775.

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In the last few decades, video game playing progressively became a widespread activity for many people, in childhood as well in adulthood. An increasing amount of literature has focused on pathological and non-pathological correlates of video game playing, with specific attention towards Internet Gaming Disorder (IGD). While many neurobiological studies in this field were based on neuroimaging, highlighting structural and functional brain changes among video game users, only a limited number of studies investigated the presence of biochemical correlates of video gaming. The present work aims t
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Milburn, Colin, Katherine Buse, Ranjodh Singh Dhaliwal, et al. "Join the Fold: Video Games, Science Fiction, and the Refolding of Citizen Science." Design Issues 39, no. 1 (2023): 70–87. http://dx.doi.org/10.1162/desi_a_00707.

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Abstract This article explores the value of science fiction narratives in games for citizen science. Focusing on the protein-folding game Foldit, it describes the process of modifying and redesigning the game to feature a framing narrative and other alterations to the main tutorial campaign. The campaign narrative, Foldit: First Contact, situates the practices of citizen science in an expanded context of meanings and ethical implications, promoting critical self-reflection on the relations of science and civic values. A study of player responses to Foldit: First Contact suggests the significan
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Alidini, Stefan. "To be or not to be: Shakespeare and video games." Kultura, no. 168 (2020): 281–302. http://dx.doi.org/10.5937/kultura2068281a.

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The paper analyses video games in the context of new media and considers their artistic potential from the perspective of Game Studies. Using to Be or Not to Be, an adaptation of Shakespeare's Hamlet as an example, the paper presents a theoretical examination of the game's structural, textual and narrative features and ludic elements, so as to elucidate the principles of adaptation and transformation of a literary text into a new digital form, as well as the advantages and the disadvantages of such processes. Trust in the narrative, along with adequate game mechanics and the player's perceptio
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Dissertations / Theses on the topic "Video game narrative"

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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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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. <br /><br /> In this paper, sales d
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Host, Mark Ivan. "Final Fantasy X and Video Game Narrative: Re-Imagining the Quest Story." Cleveland, Ohio : Cleveland State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=csu1242246706.

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Thesis--(M.A.)Cleveland State University, 2009<br>Abstract. Title from PDF t.p. (viewed on June 11, 2009). Includes bibliographical references (p. 42-44). Available online via the OhioLINK ETD Center. Also available in print.
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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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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 na
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Reynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.

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Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game
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Nanamaker, Benjamin. "Emergent gameplay the limits of ludology and narratology in analyzing video game narrative /." Connect to resource, 2005. http://hdl.handle.net/1811/5884.

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Thesis (Honors)--Ohio State University, 2005.<br>Title from first page of PDF file. Document formatted into pages: contains 52 p.; also includes graphics. Includes bibliographical references (p. 53-58). Available online via Ohio State University's Knowledge Bank.
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Schubert, Stefan. "Objectivism, narrative agency, and the politics of choice in the video game BioShock." Universitätsbibliothek Leipzig, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-206598.

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In this article, I investigate the video game BioShock for its political and cultural work and argue that it offers a popular platform to discuss the politically charged question of choice, both inside and outside the realm of video games. In a first section, I introduce the game’s basic plot and setting, propose a way to study how video games operate narratively, and briefly discuss the ‘political’ dimension of games in general. Afterwards, I look at how BioShock is influenced by Ayn Rand’s philosophy of objectivism, a philosophy that emphasizes the importance of individual choice and self-in
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Schubert, Stefan. "Objectivism, narrative agency, and the politics of choice in the video game BioShock." Poetics of politics : textuality and social relevance in contemporary American literature and culture / Sebastian M. Herrmann [Hrsg.] ... Heidelberg : Winter, 2015. S. 271-289. ISBN 978-3-8253-6447-2, 2015. https://ul.qucosa.de/id/qucosa%3A14847.

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In this article, I investigate the video game BioShock for its political and cultural work and argue that it offers a popular platform to discuss the politically charged question of choice, both inside and outside the realm of video games. In a first section, I introduce the game’s basic plot and setting, propose a way to study how video games operate narratively, and briefly discuss the ‘political’ dimension of games in general. Afterwards, I look at how BioShock is influenced by Ayn Rand’s philosophy of objectivism, a philosophy that emphasizes the importance of individual choice and self-in
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Books on the topic "Video game narrative"

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

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Suter, Beat, René Bauer, and Mela Kocher, eds. Narrative Mechanics. 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
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Ethnographies of the videogame: Gender, narrative and praxis. Ashgate Pub. Company, 2011.

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Mackey, Margaret. Narrative Pleasures in Young Adult Novels, Films, and Video Games. Palgrave Macmillan UK, 2011. http://dx.doi.org/10.1057/9780230316621.

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Narrative pleasures in young adult novels, films, and video games. Palgrave Macmillan, 2011.

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Videogiochi e cinema: Interattività, temporalità, tecniche narrative e modalità di fruizione. CLUEB, 2006.

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Keen, Suzanne. Narrative form. Palgrave Macmillan, 2003.

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Quests: Design, theory, and history in games and narratives. A.K. Peters, 2008.

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Guynes, Sean, and Dan Hassler-Forest, eds. Star Wars and the History of Transmedia Storytelling. Amsterdam University Press, 2017. http://dx.doi.org/10.5117/9789462986213.

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Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a corrective to this oversight by curating essays from a wide range of interdisciplinary scholars in order to bring Star Wars and its transmedia narrat
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Thabet, Tamer. Video Game Narrative and Criticism. Palgrave Macmillan, 2015.

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Book chapters on the topic "Video game narrative"

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

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Toh, Weimin. "Narration II—Video Game Narrative Analysis Framework." In A Multimodal Approach to Video Games and the Player Experience. Routledge, 2018. http://dx.doi.org/10.4324/9781351184779-9.

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

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Thabet, Tamer. "Introduction." In Video Game Narrative and Criticism. 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. Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525543_2.

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Schrader, P. G., Kenneth J. Fasching-Varner, and Michael P. McCreery. "Narrative, Video Games, and Performance In Situ." In Game-based Learning Across the Disciplines. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-75142-5_16.

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Glashüttner, Robert. "Narrative Approaches in Contemporary Video Game Reviews." In Edition Medienwissenschaft. transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839453452-011.

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Panic-Cidic, Natali. "Digital Fictions: Towards Designing Narrative Driven Games as Therapy." In Mental Health | Atmospheres | Video Games. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-008.

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This paper introduces the benefits and possibilities of using digital fiction for narrative-driven games, especially its usage in the project "Writing New Bodies: Critical Co-design for 21st Century Digital-born Bibliotherapy". It addresses body image concerns and consequent psychological problems young women and women identified individuals are facing every day. The goal of "Writing New Bodies" is to develop a narrative-based, interactive story game application that can be used as an intervention method in therapy for body image issues. Digital fiction is an interactive form of storytelling and it only exists in its digital form (Bell et al. 2018, Ensslin et al. 2019, Bell et al. 2010). While some digital fictions are text-based, such as Depression Quest, there are 3D digital fictions such as Wallpaper or Inkubus that are multimodal in their nature (Ensslin et al. 2019). Overall, digital fictions are highly suitable for game developers who want to design narrative-driven projects. This is because they can provide a platform to deal with difficult topics (depression, suicide, body image issues) in an artistically appropriate and matter sensitive way. "Writing New Bodies" is a digital fiction app built in cooperative co-design iterations dealing with such a sensitive topic. First, the author explains what digital fictions are. Second, to point out how digital fiction games can be used in therapy, she introduces the methodology of the "Writing New Bodies" project and bibliotherapy as one of its intended usage options. Finally, she concludes by giving an outlook for further research.
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Domsch, Sebastian. "Strategies against Structure: Video Game Terrorism as the Ultimate American Agency Narrative." In Playing the Field, edited by Sascha Pöhlmann. De Gruyter, 2019. http://dx.doi.org/10.1515/9783110659405-011.

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Schubert, Stefan. "Narrative and Play in American Studies: Ludic Textuality in the Video Game Alan Wake and the TV Series Westworld." In Playing the Field, edited by Sascha Pöhlmann. De Gruyter, 2019. http://dx.doi.org/10.1515/9783110659405-008.

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Conference papers on the topic "Video game narrative"

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Cobos, Miguel, and Patricia Salvador. "From literary narrative to video game narrative." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002763.

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Videogames have become a technological application that goes beyond entertainment; their participation in sociocultural processes is much more interesting and profitable than we might think. They have evolved from their original mission of entertainment to other fields such as social, cultural, medical, and other categories that fall into serious games.In the beginning they were developed by programmers and companies that began to emerge to meet the demand of new players. Now we know that consumers of this type of media have many requirements that have made their production involves a multidis
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Sahibgareeva, Gulnara Faritovna, and Vlada Vladimirovna Kugurakova. "Branched Structure Component for a Video Game Scenario Prototype Generator." In 23rd Scientific Conference “Scientific Services & Internet – 2021”. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/abrau-2021-10-ceur.

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The task of automating the routine work of computer game writers, narrative designers, set forth in earlier works, has been continued in the presented work. The issues of visualization of branching narrative structures of computer games are considered, the analysis of various approaches to visualization of the plot and other important components of a video game, such as, for example, automatic balancing of quantitative parameters, is carried out. The paper presents the chosen technological stack and gives specific solutions for storage in the form of a structured scenario, allowing the generat
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Feng, Xiaohan, and Makoto Murakami. "The Combination of Narrative News and VR Games: Comparison of Various Forms of News Games." In 3rd International Conference on Machine Learning & Applications (CMLA 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.111516.

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The information explosion makes it easier to ignore information that requires social attention, and news games can make that information stand out. There is also considerable research that shows that people are more likely to remember narrative content. Virtual environments can also increase the amount of information a person can recall. If these elements are blended together, it may help people remember important information. This research aims to provide directional results for researchers interested in combining VR and narrative, enumerating the advantages and limitations of using text or n
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Fontoura, Mariana Michels, and Marília A. Amaral. "FEMININITY IN VIDEO GAMES: AN ANALYSIS OF GENDER IN TERMS OF VISUAL ASPECTS, NARRATIVE AND SOCIABILITY." In International Conference on Game and Entertainment Technologies 2019. IADIS Press, 2019. http://dx.doi.org/10.33965/g2019_201906l023.

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Tavares, Amanda C. R., Rosilane Ribeiro da Mota, and Walter Melo. "Self-reflection in Games - The Representation of the Individuation Process in Celeste and Persona 2: Innocent Sin." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19640.

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Video games are popular nowadays, possessing the potential to positively impact people by alleviating unpleasant emotions, giving them leisure and empowerment. Understanding psychological factors can aid in building meaningful and engaging gameplay, resulting in more beneficial impacts on players and desirable video games. This work analyzes how the games Persona 2: Innocent Sin and Celeste use core concepts from Analytical Psychology mixed with the Hero’s Journey to build compelling narratives and gameplay. Game designers should not recognize these ideas as fixed rules but as an inspiration t
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Zarzycki, Andrzej. "Video Game Narratives: Beyond the Gameplay." In CAADRIA 2015: Emerging Experience in Past, Present and Future of Digital Architecture. CAADRIA, 2015. http://dx.doi.org/10.52842/conf.caadria.2015.785.

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Zarzycki, Andrzej. "Video Game Narratives: Beyond the Gameplay." In CAADRIA 2015: Emerging Experience in Past, Present and Future of Digital Architecture. CAADRIA, 2015. http://dx.doi.org/10.52842/conf.caadria.2015.785.

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McClintock, Declan, and Charles Owen. "Common Narrative in Educational Video Games: A Design of Games to Teach Circuits." In FDG'21: The 16th International Conference on the Foundations of Digital Games 2021. ACM, 2021. http://dx.doi.org/10.1145/3472538.3472581.

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Katsaridou, Maria. "ADAPTATION OF VIDEO GAMES INTO FILMS: THE ADVENTURES OF THE NARRATIVE." In New Semiotics. Between Tradition and Innovation. IASS Publications, 2015. http://dx.doi.org/10.24308/iass-2014-144.

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Ng, Raymond, and Robb Lindgren. "Examining the effects of avatar customization and narrative on engagement and learning in video games." In 2013 18th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES). IEEE, 2013. http://dx.doi.org/10.1109/cgames.2013.6632611.

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