What is your quest ?: From adventure games to interactive books
"What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happeni...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Iowa City
Univ. of Iowa Press
2014
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | "What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them. "What's Your Quest? examines the future of electronic lite. |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | VII, 200 S. Ill. |
ISBN: | 9781609382759 |
Internformat
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245 | 1 | 0 | |a What is your quest ? |b From adventure games to interactive books |c Anastasia Salter |
264 | 1 | |a Iowa City |b Univ. of Iowa Press |c 2014 | |
300 | |a VII, 200 S. |b Ill. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
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500 | |a Includes bibliographical references and index | ||
520 | |a "What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them. "What's Your Quest? examines the future of electronic lite. | ||
650 | 7 | |a GAMES / Video & Electronic |2 bisacsh | |
650 | 4 | |a Gesellschaft | |
650 | 4 | |a Video games |x Social aspects | |
650 | 4 | |a Computer games |x Social aspects | |
650 | 4 | |a Interactive multimedia |x Social aspects | |
650 | 4 | |a Storytelling | |
650 | 4 | |a GAMES / Video & Electronic | |
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689 | 0 | 3 | |a Erzähltheorie |0 (DE-588)4152975-3 |D s |
689 | 0 | 4 | |a Interaktion |0 (DE-588)4027266-7 |D s |
689 | 0 | |5 DE-604 | |
776 | 0 | 8 | |i Erscheint auch als |n Online-Ausgabe |z 978-1-60938-298-8 |
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Datensatz im Suchindex
_version_ | 1804152726726115336 |
---|---|
adam_text | CONTENTS
ACKNOWLEDGMENTS
VÜ
Introduction: Reimagining
Books
ι
chapter
ι
.
Early Digital Narratives
ι τ
chapter
2.
Adventure Games
33
chapter
3.
King s Quests
53
chapter
4.
Epitaph for a Genre?
75
chapter
5.
Fan Games
91
chapter
6.
Personal Adventures
τ 1
5
chapter
7.
Kickstarting a Genre
137
chapter
8.
The iPad and the
eBook
1
57
Conclusion: Magical Books
175
works cited
187
INDEX
197
|
any_adam_object | 1 |
author | Salter, Anastasia |
author_facet | Salter, Anastasia |
author_role | aut |
author_sort | Salter, Anastasia |
author_variant | a s as |
building | Verbundindex |
bvnumber | BV042206188 |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.34.S52 |
callnumber-search | GV1469.34.S52 |
callnumber-sort | GV 41469.34 S52 |
callnumber-subject | GV - Leisure and Recreation |
ctrlnum | (OCoLC)900413034 (DE-599)BVBBV042206188 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Book |
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institution | BVB |
isbn | 9781609382759 |
language | English |
lccn | 014010226 |
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physical | VII, 200 S. Ill. |
publishDate | 2014 |
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spelling | Salter, Anastasia Verfasser aut What is your quest ? From adventure games to interactive books Anastasia Salter Iowa City Univ. of Iowa Press 2014 VII, 200 S. Ill. txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index "What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them. "What's Your Quest? examines the future of electronic lite. GAMES / Video & Electronic bisacsh Gesellschaft Video games Social aspects Computer games Social aspects Interactive multimedia Social aspects Storytelling GAMES / Video & Electronic Abenteuerspiel (DE-588)4112436-4 gnd rswk-swf Interaktion (DE-588)4027266-7 gnd rswk-swf Elektronisches Buch (DE-588)4195060-4 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Erzähltheorie (DE-588)4152975-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Abenteuerspiel (DE-588)4112436-4 s Elektronisches Buch (DE-588)4195060-4 s Erzähltheorie (DE-588)4152975-3 s Interaktion (DE-588)4027266-7 s DE-604 Erscheint auch als Online-Ausgabe 978-1-60938-298-8 Digitalisierung BSB Muenchen - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=027644962&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Salter, Anastasia What is your quest ? From adventure games to interactive books GAMES / Video & Electronic bisacsh Gesellschaft Video games Social aspects Computer games Social aspects Interactive multimedia Social aspects Storytelling GAMES / Video & Electronic Abenteuerspiel (DE-588)4112436-4 gnd Interaktion (DE-588)4027266-7 gnd Elektronisches Buch (DE-588)4195060-4 gnd Computerspiel (DE-588)4010457-6 gnd Erzähltheorie (DE-588)4152975-3 gnd |
subject_GND | (DE-588)4112436-4 (DE-588)4027266-7 (DE-588)4195060-4 (DE-588)4010457-6 (DE-588)4152975-3 |
title | What is your quest ? From adventure games to interactive books |
title_auth | What is your quest ? From adventure games to interactive books |
title_exact_search | What is your quest ? From adventure games to interactive books |
title_full | What is your quest ? From adventure games to interactive books Anastasia Salter |
title_fullStr | What is your quest ? From adventure games to interactive books Anastasia Salter |
title_full_unstemmed | What is your quest ? From adventure games to interactive books Anastasia Salter |
title_short | What is your quest ? |
title_sort | what is your quest from adventure games to interactive books |
title_sub | From adventure games to interactive books |
topic | GAMES / Video & Electronic bisacsh Gesellschaft Video games Social aspects Computer games Social aspects Interactive multimedia Social aspects Storytelling GAMES / Video & Electronic Abenteuerspiel (DE-588)4112436-4 gnd Interaktion (DE-588)4027266-7 gnd Elektronisches Buch (DE-588)4195060-4 gnd Computerspiel (DE-588)4010457-6 gnd Erzähltheorie (DE-588)4152975-3 gnd |
topic_facet | GAMES / Video & Electronic Gesellschaft Video games Social aspects Computer games Social aspects Interactive multimedia Social aspects Storytelling Abenteuerspiel Interaktion Elektronisches Buch Computerspiel Erzähltheorie |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=027644962&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT salteranastasia whatisyourquestfromadventuregamestointeractivebooks |