Author: Anastasia Salter
Publisher: University of Iowa Press
ISBN: 1609382986
Category : Games & Activities
Languages : en
Pages : 217
Book Description
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 Is Your Quest?
Author: Anastasia Salter
Publisher: University of Iowa Press
ISBN: 1609382986
Category : Games & Activities
Languages : en
Pages : 217
Book Description
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.
Publisher: University of Iowa Press
ISBN: 1609382986
Category : Games & Activities
Languages : en
Pages : 217
Book Description
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.
Quests
Author: Jeff Howard
Publisher: CRC Press
ISBN: 1439880816
Category : Computers
Languages : en
Pages : 248
Book Description
This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nigh
Publisher: CRC Press
ISBN: 1439880816
Category : Computers
Languages : en
Pages : 248
Book Description
This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nigh
Travelling Texts – Texts Travelling
Author: Renate Bauer
Publisher: utzverlag GmbH
ISBN: 3831649960
Category :
Languages : en
Pages : 443
Book Description
This Gedenkschrift celebrates the memory of Professor Hans Sauer and his passion for travelling. The contributions in this volume explore different kinds of textual and temporal travels from various linguistic, literary, and philological perspectives.
Publisher: utzverlag GmbH
ISBN: 3831649960
Category :
Languages : en
Pages : 443
Book Description
This Gedenkschrift celebrates the memory of Professor Hans Sauer and his passion for travelling. The contributions in this volume explore different kinds of textual and temporal travels from various linguistic, literary, and philological perspectives.
Writing for Animation, Comics, and Games
Author: Christy Marx
Publisher: Taylor & Francis
ISBN: 1136144455
Category : Computers
Languages : en
Pages : 250
Book Description
Writing for Animation, Comics, and Games explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration.
Publisher: Taylor & Francis
ISBN: 1136144455
Category : Computers
Languages : en
Pages : 250
Book Description
Writing for Animation, Comics, and Games explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration.
Random Solo Adventure: Post Apocalypse
Author: J. Pingo Lindstrom
Publisher: Lulu.com
ISBN: 1365591859
Category : Fiction
Languages : en
Pages : 225
Book Description
Decades ago the world was crushed in a disaster few of the living remember. You know that the key to future survival lies in discovering the truth about the destruction.Your village was burnt to the ground by the Death Skull Gang. Everyone died - except for you.With no weapons or food you wander into the wasteland - where only Death can enjoy your hardships...Each game is random - each game is unique. With several different items and weapons to find, many problems to solve, you will have hours of fun play ahead of you.Fast paced, easy to learn, rules. You only need pencil, paper and two dice. This solo role playing adventure is a new take on the post apocalypse adventure books. With inspiring illustrations and colorful descriptions, this game book gives you an interesting world to explore.
Publisher: Lulu.com
ISBN: 1365591859
Category : Fiction
Languages : en
Pages : 225
Book Description
Decades ago the world was crushed in a disaster few of the living remember. You know that the key to future survival lies in discovering the truth about the destruction.Your village was burnt to the ground by the Death Skull Gang. Everyone died - except for you.With no weapons or food you wander into the wasteland - where only Death can enjoy your hardships...Each game is random - each game is unique. With several different items and weapons to find, many problems to solve, you will have hours of fun play ahead of you.Fast paced, easy to learn, rules. You only need pencil, paper and two dice. This solo role playing adventure is a new take on the post apocalypse adventure books. With inspiring illustrations and colorful descriptions, this game book gives you an interesting world to explore.
PC Mag
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 450
Book Description
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
Publisher:
ISBN:
Category :
Languages : en
Pages : 450
Book Description
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
The New Video Game Idea Book
Author: Adam Jeremy Capps
Publisher: Adam Jeremy Capps
ISBN:
Category : Computers
Languages : en
Pages : 150
Book Description
The New Video Game Idea Book is a book that gives game makers ideas for a great new video game. It does so by giving the game maker new and old ideas to work with. It also goes over the philosophy of what makes a good video game, helps the game maker's imagination, shows them their options, and goes over the best methods for making a new video game. This is a helpful public domain book for making good video games.
Publisher: Adam Jeremy Capps
ISBN:
Category : Computers
Languages : en
Pages : 150
Book Description
The New Video Game Idea Book is a book that gives game makers ideas for a great new video game. It does so by giving the game maker new and old ideas to work with. It also goes over the philosophy of what makes a good video game, helps the game maker's imagination, shows them their options, and goes over the best methods for making a new video game. This is a helpful public domain book for making good video games.
An Introduction to Game Studies
Author: Frans Mäyrä
Publisher: SAGE
ISBN: 1849205396
Category : Language Arts & Disciplines
Languages : en
Pages : 210
Book Description
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.
Publisher: SAGE
ISBN: 1849205396
Category : Language Arts & Disciplines
Languages : en
Pages : 210
Book Description
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.
Crash Course in Gaming
Author: Suellen S. Adams
Publisher: Bloomsbury Publishing USA
ISBN: 1610690478
Category : Language Arts & Disciplines
Languages : en
Pages : 140
Book Description
Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.
Publisher: Bloomsbury Publishing USA
ISBN: 1610690478
Category : Language Arts & Disciplines
Languages : en
Pages : 140
Book Description
Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.
Wrath of the Behemoth
Author: Ryan Allaby
Publisher: iUniverse
ISBN: 0595407374
Category : Juvenile Fiction
Languages : en
Pages : 230
Book Description
Do you want to be the hero of your very own adventure? Then Wrath of the Behemoth: An Adventure Quest Game Book is for you In a mysterious and barren land, a great evil has been unleashed in an effort to seize control of one of the world's vast continents. The Behemoth's wrath has destroyed crops, turned people's lives into nightmares, and robbed the kingdom of its powerful secret treasure, the Ice Crystals. You have been asked by the great King of Drachna to save the realm from the Behemoth and return the Ice Crystals to their home. Now saturated with wickedness, the land you travel is rife with treachery. You will need to be strong, smart, and even a little lucky as many devious beasts will attempt to foil your plans. Your mystical quest will take you across a great diversified landscape and engage you with many challenges and decisions every step of the way . until you ultimately face the supreme evil. Will you succeed in returning the Ice Crystals, or will the fiendish Behemoth triumph?
Publisher: iUniverse
ISBN: 0595407374
Category : Juvenile Fiction
Languages : en
Pages : 230
Book Description
Do you want to be the hero of your very own adventure? Then Wrath of the Behemoth: An Adventure Quest Game Book is for you In a mysterious and barren land, a great evil has been unleashed in an effort to seize control of one of the world's vast continents. The Behemoth's wrath has destroyed crops, turned people's lives into nightmares, and robbed the kingdom of its powerful secret treasure, the Ice Crystals. You have been asked by the great King of Drachna to save the realm from the Behemoth and return the Ice Crystals to their home. Now saturated with wickedness, the land you travel is rife with treachery. You will need to be strong, smart, and even a little lucky as many devious beasts will attempt to foil your plans. Your mystical quest will take you across a great diversified landscape and engage you with many challenges and decisions every step of the way . until you ultimately face the supreme evil. Will you succeed in returning the Ice Crystals, or will the fiendish Behemoth triumph?