Narrative Genre And Ideology In Video Games
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Author |
: Bruna Pickler |
Publisher |
: Editora Dialética |
Total Pages |
: 61 |
Release |
: 2024-01-10 |
ISBN-10 |
: 9786525299709 |
ISBN-13 |
: 6525299705 |
Rating |
: 4/5 (09 Downloads) |
Synopsis Narrative, Genre and Ideology in Video Games by : Bruna Pickler
This book sheds light on gender politics and structures of power that can be found in new media, as a single structure that can be found in any game. This book brings to the public an academic dissertation, that was written to grant a Master's Degree to its author. It aims to produce knowledge regarding the modern video game medium by analyzing the narrative pertaining to one such game. To be written, a game was played and replayed to its whole extension, and analyzed throughout. The game is used as a contemporary example of the cultural form. The dissertation focuses on the narrative structure of the text using the theoretical work of Vladimir Propp and the ideas he develops in Morphology of Folktale (1968). This book argues that the morphology identified by Propp as being present in traditional folk narratives can also be found in a contemporary electronic cultural text. It also identifies and discusses issues regarding character development, the relationships between archetypes and categories, the allocation of tasks to the players within the story-as-game, the characteristics of the temporal development of the narrative, the significance and roles of the main characters, and the extent to which gender politics informs the narrative of this contemporary video game. "The thing women have yet to learn is nobody gives you power. You just take it. ― Roseanne Barr
Author |
: Braxton Soderman |
Publisher |
: MIT Press |
Total Pages |
: 329 |
Release |
: 2021-04-13 |
ISBN-10 |
: 9780262045506 |
ISBN-13 |
: 0262045508 |
Rating |
: 4/5 (06 Downloads) |
Synopsis Against Flow by : Braxton Soderman
A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.
Author |
: Andrei Nae |
Publisher |
: Routledge |
Total Pages |
: 256 |
Release |
: 2021-09-09 |
ISBN-10 |
: 9781000440652 |
ISBN-13 |
: 1000440656 |
Rating |
: 4/5 (52 Downloads) |
Synopsis Immersion, Narrative, and Gender Crisis in Survival Horror Video Games by : Andrei Nae
This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.
Author |
: Evan Skolnick |
Publisher |
: Watson-Guptill |
Total Pages |
: 210 |
Release |
: 2014-12-02 |
ISBN-10 |
: 9780385345835 |
ISBN-13 |
: 0385345836 |
Rating |
: 4/5 (35 Downloads) |
Synopsis Video Game Storytelling by : Evan Skolnick
UNLOCK YOUR GAME'S NARRATIVE POTENTIAL! With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
Author |
: Antonio José Planells de la Maza |
Publisher |
: Lulu.com |
Total Pages |
: 270 |
Release |
: 2017-11-21 |
ISBN-10 |
: 9781387386420 |
ISBN-13 |
: 1387386425 |
Rating |
: 4/5 (20 Downloads) |
Synopsis Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions by : Antonio José Planells de la Maza
In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.
Author |
: Nilay Erdem Ayyıldız |
Publisher |
: Cambridge Scholars Publishing |
Total Pages |
: 140 |
Release |
: 2021-12-02 |
ISBN-10 |
: 9781527577947 |
ISBN-13 |
: 1527577945 |
Rating |
: 4/5 (47 Downloads) |
Synopsis The Representation of Ideologies in Electronic Media for Children and Young Adults by : Nilay Erdem Ayyıldız
This book provides the latest critical research in relation to the representations of ideologies in electronic media, including TV cartoons, animation, videos, and computer and video games, which are designed for children and young adults. As such, the book will appeal to general readers, including undergraduates, researchers, professionals, and anyone who is interested in cultural studies, literary studies, the humanities, and sociology, particularly ideology and discourse studies.
Author |
: James Paul Gee |
Publisher |
: Macmillan |
Total Pages |
: 233 |
Release |
: 2014-12-02 |
ISBN-10 |
: 9781466886421 |
ISBN-13 |
: 1466886420 |
Rating |
: 4/5 (21 Downloads) |
Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Author |
: Beat Suter |
Publisher |
: transcript Verlag |
Total Pages |
: 363 |
Release |
: 2021-05-31 |
ISBN-10 |
: 9783839453452 |
ISBN-13 |
: 3839453453 |
Rating |
: 4/5 (52 Downloads) |
Synopsis Narrative Mechanics by : Beat Suter
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.
Author |
: Duret, Christophe |
Publisher |
: IGI Global |
Total Pages |
: 390 |
Release |
: 2016-06-16 |
ISBN-10 |
: 9781522504788 |
ISBN-13 |
: 1522504788 |
Rating |
: 4/5 (88 Downloads) |
Synopsis Contemporary Research on Intertextuality in Video Games by : Duret, Christophe
Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.
Author |
: Ian Bogost |
Publisher |
: MIT Press |
Total Pages |
: 261 |
Release |
: 2008-01-25 |
ISBN-10 |
: 9780262261890 |
ISBN-13 |
: 0262261898 |
Rating |
: 4/5 (90 Downloads) |
Synopsis Unit Operations by : Ian Bogost
In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies." The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.