Storytelling in Video Games
The Art of the Digital Narrative
Seiten
2017
McFarland & Co Inc (Verlag)
978-1-4766-6876-5 (ISBN)
McFarland & Co Inc (Verlag)
978-1-4766-6876-5 (ISBN)
Explores video games as important cultural artifacts and as sources of powerful, compelling storytelling. It begins by considering the fundamental structures of video games. The book then moves from the theoretical to the practical by considering numerous modern games and the stories they tell through careful, considered analysis of each title's story.
This book explores video games as important cultural artifacts and as sources of powerful, compelling storytelling. It begins by considering the fundamental structures of video games—including immersion and player agency—and deepens the exploration of such elements by considering how each plays a role in storytelling. The book moves from the theoretical to the practical by considering numerous modern games and the stories they tell through careful, considered analysis of each title’s story. Games considered at length include the Mass Effect series, BioShock, The Last of Us and many more. The book also explores genres like the visual novel, which are less frequently considered in video game study. What emerges from this book, which appeals to academics, game enthusiasts, and the general public, is the importance of considering video games as serious and important sources of storytelling exploring complex thematic subjects like identity, morality, and the impact of player choice.
This book explores video games as important cultural artifacts and as sources of powerful, compelling storytelling. It begins by considering the fundamental structures of video games—including immersion and player agency—and deepens the exploration of such elements by considering how each plays a role in storytelling. The book moves from the theoretical to the practical by considering numerous modern games and the stories they tell through careful, considered analysis of each title’s story. Games considered at length include the Mass Effect series, BioShock, The Last of Us and many more. The book also explores genres like the visual novel, which are less frequently considered in video game study. What emerges from this book, which appeals to academics, game enthusiasts, and the general public, is the importance of considering video games as serious and important sources of storytelling exploring complex thematic subjects like identity, morality, and the impact of player choice.
Amy M. Green is an Assistant Professor-in-Residence at the University of Nevada, Las Vegas. Her work with video games has appeared in numerous academic journals and TEDx talks.
Table of Contents
Preface
1. Digital Storytelling and the Importance of Play
2. Structural Features of Digital Stories: Agency, Immersion and World Building
3. The Primacy of Story Part 1: Long-Form Storytelling in Digital Narratives
4. The Primacy of Story Part 2: Shorter Playtimes, Profound Storytelling
5. Video Game Study and the Higher Education Classroom
Chapter Notes
Works Cited
Index
Erscheinungsdatum | 31.01.2018 |
---|---|
Reihe/Serie | Studies in Gaming |
Verlagsort | Jefferson, NC |
Sprache | englisch |
Maße | 152 x 229 mm |
Gewicht | 312 g |
Themenwelt | Sachbuch/Ratgeber ► Freizeit / Hobby |
Schulbuch / Wörterbuch ► Wörterbuch / Fremdsprachen | |
Geisteswissenschaften ► Sprach- / Literaturwissenschaft ► Anglistik / Amerikanistik | |
Mathematik / Informatik ► Informatik ► Web / Internet | |
Informatik ► Weitere Themen ► Computerspiele | |
Sozialwissenschaften ► Kommunikation / Medien | |
ISBN-10 | 1-4766-6876-0 / 1476668760 |
ISBN-13 | 978-1-4766-6876-5 / 9781476668765 |
Zustand | Neuware |
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