Author: Beat Suter
Publisher: transcript Verlag
ISBN: 3839453453
Category : Social Science
Languages : en
Pages : 363
Book Description
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 market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
Narrative Mechanics
Author: Beat Suter
Publisher: transcript Verlag
ISBN: 3839453453
Category : Social Science
Languages : en
Pages : 363
Book Description
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 market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
Publisher: transcript Verlag
ISBN: 3839453453
Category : Social Science
Languages : en
Pages : 363
Book Description
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 market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
Exploring Movie Construction and Production
Author: John Reich
Publisher: Open SUNY Textbooks
ISBN: 9781942341475
Category :
Languages : en
Pages :
Book Description
Exploring Movie Construction & Production contains eight chapters of the major areas of film construction and production. The discussion covers theme, genre, narrative structure, character portrayal, story, plot, directing style, cinematography, and editing. Important terminology is defined and types of analysis are discussed and demonstrated. An extended example of how a movie description reflects the setting, narrative structure, or directing style is used throughout the book to illustrate building blocks of each theme. This approach to film instruction and analysis has proved beneficial to increasing students¿ learning, while enhancing the creativity and critical thinking of the student.
Publisher: Open SUNY Textbooks
ISBN: 9781942341475
Category :
Languages : en
Pages :
Book Description
Exploring Movie Construction & Production contains eight chapters of the major areas of film construction and production. The discussion covers theme, genre, narrative structure, character portrayal, story, plot, directing style, cinematography, and editing. Important terminology is defined and types of analysis are discussed and demonstrated. An extended example of how a movie description reflects the setting, narrative structure, or directing style is used throughout the book to illustrate building blocks of each theme. This approach to film instruction and analysis has proved beneficial to increasing students¿ learning, while enhancing the creativity and critical thinking of the student.
Storycraft, Second Edition
Author: Jack Hart
Publisher: University of Chicago Press
ISBN: 022673708X
Category : Language Arts & Disciplines
Languages : en
Pages : 320
Book Description
Jack Hart, master writing coach and former managing editor of the Oregonian, has guided several Pulitzer Prize–winning narratives to publication. Since its publication in 2011, his book Storycraft has become the definitive guide to crafting narrative nonfiction. This is the book to read to learn the art of storytelling as embodied in the work of writers such as David Grann, Mary Roach, Tracy Kidder, and John McPhee. In this new edition, Hart has expanded the book’s range to delve into podcasting and has incorporated new insights from recent research into storytelling and the brain. He has also added dozens of new examples that illustrate effective narrative nonfiction. This edition of Storycraft is also paired with Wordcraft, a new incarnation of Hart’s earlier book A Writer’s Coach, now also available from Chicago.
Publisher: University of Chicago Press
ISBN: 022673708X
Category : Language Arts & Disciplines
Languages : en
Pages : 320
Book Description
Jack Hart, master writing coach and former managing editor of the Oregonian, has guided several Pulitzer Prize–winning narratives to publication. Since its publication in 2011, his book Storycraft has become the definitive guide to crafting narrative nonfiction. This is the book to read to learn the art of storytelling as embodied in the work of writers such as David Grann, Mary Roach, Tracy Kidder, and John McPhee. In this new edition, Hart has expanded the book’s range to delve into podcasting and has incorporated new insights from recent research into storytelling and the brain. He has also added dozens of new examples that illustrate effective narrative nonfiction. This edition of Storycraft is also paired with Wordcraft, a new incarnation of Hart’s earlier book A Writer’s Coach, now also available from Chicago.
The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
ISBN: 0123694965
Category : Art
Languages : en
Pages : 522
Book Description
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Publisher: CRC Press
ISBN: 0123694965
Category : Art
Languages : en
Pages : 522
Book Description
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Interactive Storytelling
Author: Frank Nack
Publisher: Springer
ISBN: 3319482793
Category : Computers
Languages : en
Pages : 473
Book Description
This book constitutes the refereed proceedings of the 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, held in Los Angeles, CA, USA, in November 2016. The 26 revised full papers and 8 short papers presented together with 9 posters, 4 workshop, and 3 demonstration papers were carefully reviewed and selected from 88 submissions. The papers are organized in topical sections on analyses and evaluation systems; brave new ideas; intelligent narrative technologies; theoretical foundations; and usage scenarios and applications.
Publisher: Springer
ISBN: 3319482793
Category : Computers
Languages : en
Pages : 473
Book Description
This book constitutes the refereed proceedings of the 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, held in Los Angeles, CA, USA, in November 2016. The 26 revised full papers and 8 short papers presented together with 9 posters, 4 workshop, and 3 demonstration papers were carefully reviewed and selected from 88 submissions. The papers are organized in topical sections on analyses and evaluation systems; brave new ideas; intelligent narrative technologies; theoretical foundations; and usage scenarios and applications.
Understanding Interactive Digital Narrative
Author: Hartmut Koenitz
Publisher: Taylor & Francis
ISBN: 1000859185
Category : Computers
Languages : en
Pages : 203
Book Description
This remarkably clearly written and timely critical evaluation of core issues in the study and application of interactive digital narrative (IDN) untangles the range of theories and arguments that have developed around IDN over the past three decades. Looking back over the past 30 years of theorizing around interactivity, storytelling, and the digital across the fields of game design/game studies, media studies, and narratology, as well as interactive documentary and other emerging forms, this text offers important and insightful correctives to common misunderstandings that pervade the field. This book also changes the perspective on IDN by introducing a comprehensive conceptual framework influenced by cybernetics and cognitive narratology, addressing limitations of perspectives originally developed for legacy media forms. Applying its framework, the book analyzes successful works and lays out concrete design advice, providing instructors, students, and practitioners with a more precise and specific understanding of IDN. This will be essential reading for courses in interactive narrative, interactive storytelling, and game writing, as well as digital media more generally.
Publisher: Taylor & Francis
ISBN: 1000859185
Category : Computers
Languages : en
Pages : 203
Book Description
This remarkably clearly written and timely critical evaluation of core issues in the study and application of interactive digital narrative (IDN) untangles the range of theories and arguments that have developed around IDN over the past three decades. Looking back over the past 30 years of theorizing around interactivity, storytelling, and the digital across the fields of game design/game studies, media studies, and narratology, as well as interactive documentary and other emerging forms, this text offers important and insightful correctives to common misunderstandings that pervade the field. This book also changes the perspective on IDN by introducing a comprehensive conceptual framework influenced by cybernetics and cognitive narratology, addressing limitations of perspectives originally developed for legacy media forms. Applying its framework, the book analyzes successful works and lays out concrete design advice, providing instructors, students, and practitioners with a more precise and specific understanding of IDN. This will be essential reading for courses in interactive narrative, interactive storytelling, and game writing, as well as digital media more generally.
Interactive Storytelling
Author: Nuno Nunes
Publisher: Springer
ISBN: 3319710273
Category : Computers
Languages : en
Pages : 420
Book Description
This book constitutes the refereed proceedings of the 10th International Conference on Interactive Digital Storytelling, ICIDS 2017, held in Funchal, Madeira, Portugal, in November 2017. The 16 revised full papers and 4 short papers presented were carefully reviewed and selected from 65 submissions. The papers are organized in topical sections on story design, location and generation, history and learning, games, emotion and personality, posters and demos.
Publisher: Springer
ISBN: 3319710273
Category : Computers
Languages : en
Pages : 420
Book Description
This book constitutes the refereed proceedings of the 10th International Conference on Interactive Digital Storytelling, ICIDS 2017, held in Funchal, Madeira, Portugal, in November 2017. The 16 revised full papers and 4 short papers presented were carefully reviewed and selected from 65 submissions. The papers are organized in topical sections on story design, location and generation, history and learning, games, emotion and personality, posters and demos.
Deep Learning in Gaming and Animations
Author: Vikas Chaudhary
Publisher: CRC Press
ISBN: 1000504379
Category : Computers
Languages : en
Pages : 180
Book Description
Over the last decade, progress in deep learning has had a profound and transformational effect on many complex problems, including speech recognition, machine translation, natural language understanding, and computer vision. As a result, computers can now achieve human-competitive performance in a wide range of perception and recognition tasks. Many of these systems are now available to the programmer via a range of so-called cognitive services. More recently, deep reinforcement learning has achieved ground-breaking success in several complex challenges. This book makes an enormous contribution to this beautiful, vibrant area of study: an area that is developing rapidly both in breadth and depth. Deep learning can cope with a broader range of tasks (and perform those tasks to increasing levels of excellence). This book lays a good foundation for the core concepts and principles of deep learning in gaming and animation, walking you through the fundamental ideas with expert ease. This book progresses in a step-by-step manner. It reinforces theory with a full-fledged pedagogy designed to enhance students' understanding and offer them a practical insight into its applications. Also, some chapters introduce and cover novel ideas about how artificial intelligence (AI), deep learning, and machine learning have changed the world in gaming and animation. It gives us the idea that AI can also be applied in gaming, and there are limited textbooks in this area. This book comprehensively addresses all the aspects of AI and deep learning in gaming. Also, each chapter follows a similar structure so that students, teachers, and industry experts can orientate themselves within the text. There are few books in the field of gaming using AI. Deep Learning in Gaming and Animations teaches you how to apply the power of deep learning to build complex reasoning tasks. After being exposed to the foundations of machine and deep learning, you will use Python to build a bot and then teach it the game's rules. This book also focuses on how different technologies have revolutionized gaming and animation with various illustrations.
Publisher: CRC Press
ISBN: 1000504379
Category : Computers
Languages : en
Pages : 180
Book Description
Over the last decade, progress in deep learning has had a profound and transformational effect on many complex problems, including speech recognition, machine translation, natural language understanding, and computer vision. As a result, computers can now achieve human-competitive performance in a wide range of perception and recognition tasks. Many of these systems are now available to the programmer via a range of so-called cognitive services. More recently, deep reinforcement learning has achieved ground-breaking success in several complex challenges. This book makes an enormous contribution to this beautiful, vibrant area of study: an area that is developing rapidly both in breadth and depth. Deep learning can cope with a broader range of tasks (and perform those tasks to increasing levels of excellence). This book lays a good foundation for the core concepts and principles of deep learning in gaming and animation, walking you through the fundamental ideas with expert ease. This book progresses in a step-by-step manner. It reinforces theory with a full-fledged pedagogy designed to enhance students' understanding and offer them a practical insight into its applications. Also, some chapters introduce and cover novel ideas about how artificial intelligence (AI), deep learning, and machine learning have changed the world in gaming and animation. It gives us the idea that AI can also be applied in gaming, and there are limited textbooks in this area. This book comprehensively addresses all the aspects of AI and deep learning in gaming. Also, each chapter follows a similar structure so that students, teachers, and industry experts can orientate themselves within the text. There are few books in the field of gaming using AI. Deep Learning in Gaming and Animations teaches you how to apply the power of deep learning to build complex reasoning tasks. After being exposed to the foundations of machine and deep learning, you will use Python to build a bot and then teach it the game's rules. This book also focuses on how different technologies have revolutionized gaming and animation with various illustrations.
DIY MFA
Author: Gabriela Pereira
Publisher: Penguin
ISBN: 1599639343
Category : Language Arts & Disciplines
Languages : en
Pages : 306
Book Description
Get the Knowledge Without the College! You are a writer. You dream of sharing your words with the world, and you're willing to put in the hard work to achieve success. You may have even considered earning your MFA, but for whatever reason--tuition costs, the time commitment, or other responsibilities--you've never been able to do it. Or maybe you've been looking for a self-guided approach so you don't have to go back to school. This book is for you. DIY MFA is the do-it-yourself alternative to a Master of Fine Arts in creative writing. By combining the three main components of a traditional MFA--writing, reading, and community--it teaches you how to craft compelling stories, engage your readers, and publish your work. Inside you'll learn how to: • Set customized goals for writing and learning. • Generate ideas on demand. • Outline your book from beginning to end. • Breathe life into your characters. • Master point of view, voice, dialogue, and more. • Read with a "writer's eye" to emulate the techniques of others. • Network like a pro, get the most out of writing workshops, and submit your work successfully. Writing belongs to everyone--not only those who earn a degree. With DIY MFA, you can take charge of your writing, produce high-quality work, get published, and build a writing career.
Publisher: Penguin
ISBN: 1599639343
Category : Language Arts & Disciplines
Languages : en
Pages : 306
Book Description
Get the Knowledge Without the College! You are a writer. You dream of sharing your words with the world, and you're willing to put in the hard work to achieve success. You may have even considered earning your MFA, but for whatever reason--tuition costs, the time commitment, or other responsibilities--you've never been able to do it. Or maybe you've been looking for a self-guided approach so you don't have to go back to school. This book is for you. DIY MFA is the do-it-yourself alternative to a Master of Fine Arts in creative writing. By combining the three main components of a traditional MFA--writing, reading, and community--it teaches you how to craft compelling stories, engage your readers, and publish your work. Inside you'll learn how to: • Set customized goals for writing and learning. • Generate ideas on demand. • Outline your book from beginning to end. • Breathe life into your characters. • Master point of view, voice, dialogue, and more. • Read with a "writer's eye" to emulate the techniques of others. • Network like a pro, get the most out of writing workshops, and submit your work successfully. Writing belongs to everyone--not only those who earn a degree. With DIY MFA, you can take charge of your writing, produce high-quality work, get published, and build a writing career.
Game User Experience And Player-Centered Design
Author: Barbaros Bostan
Publisher: Springer Nature
ISBN: 3030376435
Category : Computers
Languages : en
Pages : 490
Book Description
This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.
Publisher: Springer Nature
ISBN: 3030376435
Category : Computers
Languages : en
Pages : 490
Book Description
This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.