Gameplay Emotions And Narrative Independent Games Experienced
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Author |
: Katarzyna Marak |
Publisher |
: Lulu.com |
Total Pages |
: 326 |
Release |
: 2019-10-22 |
ISBN-10 |
: 9780359961467 |
ISBN-13 |
: 0359961460 |
Rating |
: 4/5 (67 Downloads) |
Synopsis Gameplay, Emotions and Narrative: Independent Games Experienced by : Katarzyna Marak
This book is devoted to emotional and narrative immersion in the experience of gameplay. The focus of our research is the complex interplay between the story and mechanics in digital games. Our goal is to demonstrate how the narrative and the ludic elements together can form unique player experiences. The volume is a collection of case studies involving close reading of selected independent titles, with focus placed on the themes, motifs and experimental approaches to gameplay present therein.
Author |
: Benjamin Beil |
Publisher |
: transcript Verlag |
Total Pages |
: 407 |
Release |
: 2021-11-30 |
ISBN-10 |
: 9783839454213 |
ISBN-13 |
: 3839454212 |
Rating |
: 4/5 (13 Downloads) |
Synopsis Paratextualizing Games by : Benjamin Beil
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
Author |
: UWK |
Publisher |
: Edition Donau-Universität Krems |
Total Pages |
: 425 |
Release |
: 2022-10-25 |
ISBN-10 |
: 9783903150973 |
ISBN-13 |
: 3903150975 |
Rating |
: 4/5 (73 Downloads) |
Synopsis The Magic of Games by : UWK
The 15th Vienna Gamens Conference "The Future and Reality of Gaming" (FROG) 2021 has explored how magic and games seem almost inextricably intertwined. This volume collects 17 contributions that have emerged from the conference, and which together form a multi-faceted examination of the "Magic of Games".
Author |
: Tynan Sylvester |
Publisher |
: "O'Reilly Media, Inc." |
Total Pages |
: 416 |
Release |
: 2013-01-03 |
ISBN-10 |
: 9781449338022 |
ISBN-13 |
: 144933802X |
Rating |
: 4/5 (22 Downloads) |
Synopsis Designing Games by : Tynan Sylvester
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design
Author |
: Kostas Karpouzis |
Publisher |
: Springer |
Total Pages |
: 344 |
Release |
: 2016-11-02 |
ISBN-10 |
: 9783319413167 |
ISBN-13 |
: 3319413163 |
Rating |
: 4/5 (67 Downloads) |
Synopsis Emotion in Games by : Kostas Karpouzis
The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.
Author |
: Leszek Sosnowski |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 185 |
Release |
: 2023-08-24 |
ISBN-10 |
: 9781350321526 |
ISBN-13 |
: 1350321524 |
Rating |
: 4/5 (26 Downloads) |
Synopsis Roman Ingardens Aesthetics and Ontology by : Leszek Sosnowski
This volume explores the work of Polish phenomenologist Roman Ingarden (1893-1970) with respect to his ontology, epistemology and aesthetics. An outstanding student of Edmund Husserl, it offers a unique tribute to one of the most important figures in contemporary philosophy. Leszek Sosnowski and Natalia Anna Michna introduce a team of renowned scholars to present new and timely readings of Ingarden's thought, placing his philosophy in a broader historical and cultural context. In doing so, they offer a cutting edge reflection on the relevance, refinement and depth of Ingarden's theory. Chapters are not only retrospective, but also set out the present and future development of philosophy inspired by his works. Reinvigorating the debate about Ingarden's phenomenological legacy and its relevance for contemporary thought, this collection of essays guides us through his place in the history of philosophy and presents new perspectives on selected aspects of his theory.
Author |
: |
Publisher |
: Academic Press |
Total Pages |
: 366 |
Release |
: 2015-09-25 |
ISBN-10 |
: 9780128018408 |
ISBN-13 |
: 0128018402 |
Rating |
: 4/5 (08 Downloads) |
Synopsis Emotions, Technology, and Digital Games by :
Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. - Details how games affect emotions—both during and after play - Describes how we can manage a player's affective reactions - Applies the emotional affect to making games more immersive - Examines game-based learning and education - Identifies which components of online games support socio-emotional development - Discusses the impact of game-based emotions beyond the context of games
Author |
: Barbaros Bostan |
Publisher |
: Springer Nature |
Total Pages |
: 347 |
Release |
: 2021-12-07 |
ISBN-10 |
: 9783030815387 |
ISBN-13 |
: 3030815382 |
Rating |
: 4/5 (87 Downloads) |
Synopsis Games and Narrative: Theory and Practice by : Barbaros Bostan
This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.
Author |
: Bernard Perron |
Publisher |
: McFarland |
Total Pages |
: 225 |
Release |
: 2016-07-14 |
ISBN-10 |
: 9780786499090 |
ISBN-13 |
: 0786499095 |
Rating |
: 4/5 (90 Downloads) |
Synopsis Video Games and the Mind by : Bernard Perron
Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.
Author |
: Katherine Isbister |
Publisher |
: MIT Press |
Total Pages |
: 187 |
Release |
: 2017-10-27 |
ISBN-10 |
: 9780262534451 |
ISBN-13 |
: 0262534452 |
Rating |
: 4/5 (51 Downloads) |
Synopsis How Games Move Us by : Katherine Isbister
An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.