Storyplaying: agency and narrative in video games
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Boston
De Gruyter
[2013]
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Schlagworte: | |
Online-Zugang: | FAW01 FAW02 |
Beschreibung: | Print version record |
Beschreibung: | 1 online resource (vi, 190 pages .) |
ISBN: | 9783110272451 3110272458 9783110272161 3110272164 |
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505 | 8 | |a 1 Introduction: What is Storyplaying?; 1.1 Preliminaries: Medial Forms; 1.2 Preliminaries: Exclusions; 2 Video Games and Narrative; 2.1 Gameplay and Narrative; 2.1.1 Gameplay and Game Mechanics: The Rules of the Game; 2.1.2 Semanticization and Fictionalization: Towards Gameworlds; 2.2 Narrative Forms; 2.2.1 Passive Forms; 2.2.1.1 Exposition; 2.2.1.2 Cut scenes; 2.2.1.3 Loading Screen; 2.2.2 Actively Nodal Forms; 2.2.2.1 Player Actions; 2.2.2.2 Quick Time Event; 2.2.2.3 Dialogue tree; 2.2.2.4 Event trigger; 2.2.3 Dynamic Forms; 2.2.3.1 Non-player Character | |
505 | 8 | |a 2.2.3.2 Timed Events/Intradiegetic Clock2.2.4 Digression: Architecture and Protocols; 3 Non-Unilinear Gameplay in Video Games; 3.1 Levels of Observation; 3.2 Non-Unilinear Existents; 3.3 Non-Unilinear Objectives; 4 Non-Unilinear Narrative in Video Games; 4.1 Non-Unilinearity in Quest-Based Narrative; 4.2 Non-Unilinear Narrative Outside of Quests; 4.2.1 Character; 4.2.2 Spatial Narrative; 5 Choice and Narrative in Video Games; 5.1 The Anatomy of a Player Choice; 5.2 Choice and Meaning; 5.3 Choice, Information, and Narration in Video Games; 5.4 Choice and Consequence in Video Games | |
505 | 8 | |a 6 Narrative's Contrast Agent: Moral Choices6.1 Valorisation Rules; 6.2 Valorising Morality; 6.3 Ethics and Rules; 7 The Future of Storyplaying; 7.1 Media-Economic Aspects; 7.2 Media-Technological Aspects; 7.3 Artistic Potential of the Medium; Works Cited; Index | |
505 | 8 | |a Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gamep | |
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Datensatz im Suchindex
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---|---|
any_adam_object | |
author | Domsch, Sebastian |
author_facet | Domsch, Sebastian |
author_role | aut |
author_sort | Domsch, Sebastian |
author_variant | s d sd |
building | Verbundindex |
bvnumber | BV043781357 |
collection | ZDB-4-EBA |
contents | 1 Introduction: What is Storyplaying?; 1.1 Preliminaries: Medial Forms; 1.2 Preliminaries: Exclusions; 2 Video Games and Narrative; 2.1 Gameplay and Narrative; 2.1.1 Gameplay and Game Mechanics: The Rules of the Game; 2.1.2 Semanticization and Fictionalization: Towards Gameworlds; 2.2 Narrative Forms; 2.2.1 Passive Forms; 2.2.1.1 Exposition; 2.2.1.2 Cut scenes; 2.2.1.3 Loading Screen; 2.2.2 Actively Nodal Forms; 2.2.2.1 Player Actions; 2.2.2.2 Quick Time Event; 2.2.2.3 Dialogue tree; 2.2.2.4 Event trigger; 2.2.3 Dynamic Forms; 2.2.3.1 Non-player Character 2.2.3.2 Timed Events/Intradiegetic Clock2.2.4 Digression: Architecture and Protocols; 3 Non-Unilinear Gameplay in Video Games; 3.1 Levels of Observation; 3.2 Non-Unilinear Existents; 3.3 Non-Unilinear Objectives; 4 Non-Unilinear Narrative in Video Games; 4.1 Non-Unilinearity in Quest-Based Narrative; 4.2 Non-Unilinear Narrative Outside of Quests; 4.2.1 Character; 4.2.2 Spatial Narrative; 5 Choice and Narrative in Video Games; 5.1 The Anatomy of a Player Choice; 5.2 Choice and Meaning; 5.3 Choice, Information, and Narration in Video Games; 5.4 Choice and Consequence in Video Games 6 Narrative's Contrast Agent: Moral Choices6.1 Valorisation Rules; 6.2 Valorising Morality; 6.3 Ethics and Rules; 7 The Future of Storyplaying; 7.1 Media-Economic Aspects; 7.2 Media-Technological Aspects; 7.3 Artistic Potential of the Medium; Works Cited; Index Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gamep |
ctrlnum | (ZDB-4-EBA)ocn881081735 (OCoLC)979584441 (DE-599)BVBBV043781357 |
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 | Electronic eBook |
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illustrated | Not Illustrated |
indexdate | 2024-07-10T07:34:56Z |
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physical | 1 online resource (vi, 190 pages .) |
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publishDate | 2013 |
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publisher | De Gruyter |
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spelling | Domsch, Sebastian Verfasser aut Storyplaying agency and narrative in video games by Sebastian Domsch Boston De Gruyter [2013] 1 online resource (vi, 190 pages .) txt rdacontent c rdamedia cr rdacarrier Print version record 1 Introduction: What is Storyplaying?; 1.1 Preliminaries: Medial Forms; 1.2 Preliminaries: Exclusions; 2 Video Games and Narrative; 2.1 Gameplay and Narrative; 2.1.1 Gameplay and Game Mechanics: The Rules of the Game; 2.1.2 Semanticization and Fictionalization: Towards Gameworlds; 2.2 Narrative Forms; 2.2.1 Passive Forms; 2.2.1.1 Exposition; 2.2.1.2 Cut scenes; 2.2.1.3 Loading Screen; 2.2.2 Actively Nodal Forms; 2.2.2.1 Player Actions; 2.2.2.2 Quick Time Event; 2.2.2.3 Dialogue tree; 2.2.2.4 Event trigger; 2.2.3 Dynamic Forms; 2.2.3.1 Non-player Character 2.2.3.2 Timed Events/Intradiegetic Clock2.2.4 Digression: Architecture and Protocols; 3 Non-Unilinear Gameplay in Video Games; 3.1 Levels of Observation; 3.2 Non-Unilinear Existents; 3.3 Non-Unilinear Objectives; 4 Non-Unilinear Narrative in Video Games; 4.1 Non-Unilinearity in Quest-Based Narrative; 4.2 Non-Unilinear Narrative Outside of Quests; 4.2.1 Character; 4.2.2 Spatial Narrative; 5 Choice and Narrative in Video Games; 5.1 The Anatomy of a Player Choice; 5.2 Choice and Meaning; 5.3 Choice, Information, and Narration in Video Games; 5.4 Choice and Consequence in Video Games 6 Narrative's Contrast Agent: Moral Choices6.1 Valorisation Rules; 6.2 Valorising Morality; 6.3 Ethics and Rules; 7 The Future of Storyplaying; 7.1 Media-Economic Aspects; 7.2 Media-Technological Aspects; 7.3 Artistic Potential of the Medium; Works Cited; Index Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gamep Acting games fast Role playing fast Video games fast Acting games Role playing Video games GAMES / Board bisacsh Video games Acting games Role playing Erzähltechnik (DE-588)4124854-5 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf Entscheidung (DE-588)4014904-3 gnd rswk-swf Handlung Literatur (DE-588)4159031-4 gnd rswk-swf Spieler (DE-588)4182266-3 gnd rswk-swf Videospiel (DE-588)4063465-6 s Erzähltechnik (DE-588)4124854-5 s Handlung Literatur (DE-588)4159031-4 s Spieler (DE-588)4182266-3 s Entscheidung (DE-588)4014904-3 s 1\p DE-604 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Domsch, Sebastian Storyplaying agency and narrative in video games 1 Introduction: What is Storyplaying?; 1.1 Preliminaries: Medial Forms; 1.2 Preliminaries: Exclusions; 2 Video Games and Narrative; 2.1 Gameplay and Narrative; 2.1.1 Gameplay and Game Mechanics: The Rules of the Game; 2.1.2 Semanticization and Fictionalization: Towards Gameworlds; 2.2 Narrative Forms; 2.2.1 Passive Forms; 2.2.1.1 Exposition; 2.2.1.2 Cut scenes; 2.2.1.3 Loading Screen; 2.2.2 Actively Nodal Forms; 2.2.2.1 Player Actions; 2.2.2.2 Quick Time Event; 2.2.2.3 Dialogue tree; 2.2.2.4 Event trigger; 2.2.3 Dynamic Forms; 2.2.3.1 Non-player Character 2.2.3.2 Timed Events/Intradiegetic Clock2.2.4 Digression: Architecture and Protocols; 3 Non-Unilinear Gameplay in Video Games; 3.1 Levels of Observation; 3.2 Non-Unilinear Existents; 3.3 Non-Unilinear Objectives; 4 Non-Unilinear Narrative in Video Games; 4.1 Non-Unilinearity in Quest-Based Narrative; 4.2 Non-Unilinear Narrative Outside of Quests; 4.2.1 Character; 4.2.2 Spatial Narrative; 5 Choice and Narrative in Video Games; 5.1 The Anatomy of a Player Choice; 5.2 Choice and Meaning; 5.3 Choice, Information, and Narration in Video Games; 5.4 Choice and Consequence in Video Games 6 Narrative's Contrast Agent: Moral Choices6.1 Valorisation Rules; 6.2 Valorising Morality; 6.3 Ethics and Rules; 7 The Future of Storyplaying; 7.1 Media-Economic Aspects; 7.2 Media-Technological Aspects; 7.3 Artistic Potential of the Medium; Works Cited; Index Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gamep Acting games fast Role playing fast Video games fast Acting games Role playing Video games GAMES / Board bisacsh Video games Acting games Role playing Erzähltechnik (DE-588)4124854-5 gnd Videospiel (DE-588)4063465-6 gnd Entscheidung (DE-588)4014904-3 gnd Handlung Literatur (DE-588)4159031-4 gnd Spieler (DE-588)4182266-3 gnd |
subject_GND | (DE-588)4124854-5 (DE-588)4063465-6 (DE-588)4014904-3 (DE-588)4159031-4 (DE-588)4182266-3 |
title | Storyplaying agency and narrative in video games |
title_auth | Storyplaying agency and narrative in video games |
title_exact_search | Storyplaying agency and narrative in video games |
title_full | Storyplaying agency and narrative in video games by Sebastian Domsch |
title_fullStr | Storyplaying agency and narrative in video games by Sebastian Domsch |
title_full_unstemmed | Storyplaying agency and narrative in video games by Sebastian Domsch |
title_short | Storyplaying |
title_sort | storyplaying agency and narrative in video games |
title_sub | agency and narrative in video games |
topic | Acting games fast Role playing fast Video games fast Acting games Role playing Video games GAMES / Board bisacsh Video games Acting games Role playing Erzähltechnik (DE-588)4124854-5 gnd Videospiel (DE-588)4063465-6 gnd Entscheidung (DE-588)4014904-3 gnd Handlung Literatur (DE-588)4159031-4 gnd Spieler (DE-588)4182266-3 gnd |
topic_facet | Acting games Role playing Video games GAMES / Board Video games Acting games Role playing Erzähltechnik Videospiel Entscheidung Handlung Literatur Spieler |
work_keys_str_mv | AT domschsebastian storyplayingagencyandnarrativeinvideogames |