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This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling;
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video games, app fiction, and virtual reality. The book addresses the unique affordances of digital fiction by focusing on multilinearity and;
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In Playing at Narratology Daniel Punday bridges the worlds of digital media studies and narrative studies by arguing that digital media;
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In Playing at Narratology Daniel Punday bridges the worlds of digital media studies and narrative studies by arguing that digital media;
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Endings are not just singular moments in time, but the outcomes of a process. And whatever a book's conclusion, its form has a history;
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guides, mobile phone theatre, performance poetry, concept albums, digital stories, computer games, songs.;
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Just as the explosive growth of digital media has led to ever-expanding narrative possibilities and practices, so these new electronic;
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Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part;
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as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a;
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as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a;
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For all chess-players from beginners to grandmasters, and whatever their style of play one thing is certain: rook endings will arise in a;
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anxieties and fears, and how cinema itself might end with the increasing intervention of digital technologies that reorient the spectator's sense;
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: similes, puns, and counterfactuals. Harding argues that when deployed in literary narrative, these forms have narrative functions-such as the;
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: similes, puns, and counterfactuals. Harding argues that when deployed in literary narrative, these forms have narrative functions-such as the;
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Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and;
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, television, literature, comic books, tabletop games, and digital art. The contributors-media and television scholars, novelists, comic creators, game;
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, television, literature, comic books, tabletop games, and digital art. The contributors-media and television scholars, novelists, comic creators, game;
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field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.;
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field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.;
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hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World;
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understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores;
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processes and challenges of developing works of interactive narrative, this new edition illustrates the creative possibilities of digital;
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processes and challenges of developing works of interactive narrative, this new edition illustrates the creative possibilities of digital;
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Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games;
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Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games;
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