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Titlebook: Games and Narrative: Theory and Practice; Barbaros Bostan Book 2022 The Editor(s) (if applicable) and The Author(s), under exclusive licen

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Six Degrees of Videogame Narrativeince previous studies offer gameplay and storytelling as discordant processes, such a classification can facilitate an understanding of the different ways they can work together. I perform formal and temporal analyses on a sample set of games discovered by mobilizing community input. Through a close
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Systemic NPC-Side Branching in Linear AAA Video Game Storiesgy, 2014). However, previous discussions focussed exclusively on video games that already include a choice-based dialogue interface, such as . (BioWare, .. Electronic Arts, Redwood City, CA, 2007), . (BioWare, .. Electronic Arts, Redwood City, CA, 2009), . (Eidos Montreal, .. Square Enix, El Segundo
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Breaking the Fourth Wall in Video Games: A New Terminology and Methodology boundaries between diegetic and non-diegetic (Conway, J. Gaming Virtual Worlds 2:145–155, 2010). Though the usage of the technique is widespread in videogames, the existing literature lacks the convenient terminology and the analytical methods to implement them for immersing the player further rath
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Gamifying Kindness: Toward a Praxis of the Ephemeralter a more contemplative player experience. By closely examining video games through the implied values of their central mechanics, rather than purely through their accumulative aesthetic qualities, we demonstrate that it is possible to analyze how alternative methods of game design can lead to form
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The Digital Lineage of Narrative: Analyzing Interactive Fiction to Further Understand Game Narrativechoice in video games but is also prevalent in the earlier game media form of interactive fiction. By engaging in a reflective analysis of the historic use of choices within digital game narrative, there is potential that new insights and deeper understanding of game narrative can be achieved. Utili
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The Case for Naive and Low-Fidelity Narrative Generation However, these advances come at a cost in the form of significantly increased complexity and a loss of control for developers. This makes these systems less feasible as tools for game development. In this chapter I suggest a different approach to generative narratives, in the form of .. At the core
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Azeroth Has a Workplace Gender Inequality Problem: Gendered Professions Bias in Virtual Worldsing the narratives and societies of a virtual world. Gendered professions emerge when gender bias or stereotypes designate a profession or a job to be more suitable for a certain gender. This type of bias can act as a gatekeeper, especially for women, to various job fields such as STEM. While in the
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Narrative Design in Turkish Video Games: History and Comparisono, are following the developments in the sector and are working on new video games. In this study, to investigate the locally produced digital games that has rich storytelling elements, three video games released in different periods were examined in terms of narratology. Then, the obtained data wer
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The Games on Exhibition: Videogames as Contemporary Artrs. The game directed by video artist Bill Viola who is known with his video installations that question fundamentals of human existence in relation to the nature. The Night Journey frames the similar conception with an unconventional journey to the basis of humane circumstances overwhelmed by a cha
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