The Play Versus Story Divide in Game Studies
Title | The Play Versus Story Divide in Game Studies PDF eBook |
Author | Matthew Wilhelm Kapell |
Publisher | McFarland |
Pages | 207 |
Release | 2015-11-16 |
Genre | Games & Activities |
ISBN | 1476623090 |
Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously "never happened." This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The essayists examine various digital games, assessing the applicability of play-versus-narrative approaches or considering the failure of each. The essays reflect the broader history while applying notions of play and story to recent games in an attempt to propel serious analysis.
The Play Versus Story Divide in Game Studies
Title | The Play Versus Story Divide in Game Studies PDF eBook |
Author | Matthew Wilhelm Kapell |
Publisher | McFarland |
Pages | 207 |
Release | 2015-11-30 |
Genre | Games & Activities |
ISBN | 0786497238 |
Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously "never happened." This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The essayists examine various digital games, assessing the applicability of play-versus-narrative approaches or considering the failure of each. The essays reflect the broader history while applying notions of play and story to recent games in an attempt to propel serious analysis.
Teaching Games and Game Studies in the Literature Classroom
Title | Teaching Games and Game Studies in the Literature Classroom PDF eBook |
Author | Tison Pugh |
Publisher | Bloomsbury Publishing |
Pages | 257 |
Release | 2022-09-22 |
Genre | Education |
ISBN | 1350269735 |
Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.
Being Dragonborn
Title | Being Dragonborn PDF eBook |
Author | Mike Piero |
Publisher | McFarland |
Pages | 237 |
Release | 2021-09-28 |
Genre | Games & Activities |
ISBN | 1476643563 |
The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.
Gaming and the Arts of Storytelling
Title | Gaming and the Arts of Storytelling PDF eBook |
Author | Darshana Jayemanne |
Publisher | MDPI |
Pages | 144 |
Release | 2019-07-12 |
Genre | Philosophy |
ISBN | 3039212311 |
This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative
Storytelling in Video Games
Title | Storytelling in Video Games PDF eBook |
Author | Amy M. Green |
Publisher | McFarland |
Pages | 236 |
Release | 2017-12-21 |
Genre | Games & Activities |
ISBN | 1476668760 |
Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused "visual novel" genre is discussed as a form of interactive fiction.
Narrative Design and Authorship in Bloodborne
Title | Narrative Design and Authorship in Bloodborne PDF eBook |
Author | Madelon Hoedt |
Publisher | McFarland |
Pages | 215 |
Release | 2019-11-06 |
Genre | Games & Activities |
ISBN | 1476672180 |
In the vein of their cult-classic dark fantasy titles Demon's Souls (2009) and the Dark Souls franchise (2011, 2014, 2016), game developers FromSoftware released the bleak Gothic horror Bloodborne in 2015. Players are cast in the role of hunters in a hostile land, probing the shadowy city of Yharnam in search of "paleblood." The game achieved iconic status as both a horror and an action title for its rich lore and for the continuity of story elements through all aspects of game design. This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context of other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.