[PDF] Forum Based Role Playing Games As Digital Storytelling - eBooks Review

Forum Based Role Playing Games As Digital Storytelling


Forum Based Role Playing Games As Digital Storytelling
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Forum Based Role Playing Games As Digital Storytelling


Forum Based Role Playing Games As Digital Storytelling
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Author : Csenge Virág Zalka
language : en
Publisher: McFarland
Release Date : 2019-03-28

Forum Based Role Playing Games As Digital Storytelling written by Csenge Virág Zalka and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-03-28 with Social Science categories.


When people hear the term "role-playing games," they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting graphics. Between those two, however, exists a third style of gaming. Hundreds of online forums offer gathering places for thousands of players--people who come together to role-play through writing. They create stories by taking turns, describing events through their characters' eyes. Whether it is the arena of the Hunger Games, the epic battles of the Marvel Universe or love stories in a fantasy version of New York, people build their own spaces of words, and inhabit them day after day. But what makes thousands of players, many teenagers among them, voluntarily type up novel-length stories? How do they use the resources of the Internet, gather images, sounds, and video clips to weave them into one coherent narrative? How do they create together through improvisation and negotiation, in ways that connect them to older forms of storytelling? Through observing more than a hundred websites and participating in five of them for a year, the author has created a pilot study that delves into a subculture of unbounded creativity.



The World Of Final Fantasy Vii


The World Of Final Fantasy Vii
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Author : Jason C. Cash
language : en
Publisher: McFarland
Release Date : 2023-02-02

The World Of Final Fantasy Vii written by Jason C. Cash and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-02-02 with Games & Activities categories.


Final Fantasy VII altered the course of video game history when it was released in 1997 on Sony's PlayStation system. It converted the Japanese role-playing game into an international gaming standard with enhanced gameplay, spectacular cutscenes and a vast narrative involving an iconic cast. In the decades after its release, the Final Fantasy VII franchise has grown to encompass a number of video game sequels, prequels, a feature-length film, a novel and a multi-volume remake series. This volume, the first edited collection of essays devoted only to the world of Final Fantasy VII, blends scholarly rigor with fan passion in order to identify the elements that keep Final Fantasy VII current and exciting for players. Some essays specifically address the game's perennially relevant themes and scenarios, ranging from environmental consciousness to economic inequity and posthumanism. Others examine the mechanisms used to immerse the player or to improve the narrative. Finally, there are several essays devoted specifically to the game's legacy, from its influence on later games to its characters' many crossovers and cameos.



Strictly Fantasy


Strictly Fantasy
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Author : Gerald Nachtwey
language : en
Publisher: McFarland
Release Date : 2021-05-12

Strictly Fantasy written by Gerald Nachtwey and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-12 with Games & Activities categories.


Role-playing games seemed to appear of nowhere in the early 1970s and have been a quiet but steady presence in American culture ever since. This new look at the hobby searches for the historical origins of role-playing games deep in the imaginative worlds of Western culture. It looks at the earliest fantasy stories from the nineteenth and twentieth centuries, at the fans--both readers and writers--who wanted to bring them to life, at the Midwestern landscape and the middle-class households that were the hobby's birthplace, and at the struggle to find meaning and identity amidst cultural conflicts that drove many people into these communities of play. This book also addresses race, religion, gender, fandom, and the place these games have within American capitalism. All the paths of this journey are connected by the very quality that has made fantasy role-playing so powerful: it binds the limitless imagination into a "strict" framework of rules. Far from being an accidental offshoot of marginalized fan communities, role-playing games' ability to hold contradictions in dynamic, creative tension made them a necessary and central product of the twentieth century.



The Performance Of Video Games


The Performance Of Video Games
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Author : Kelly I. Aliano
language : en
Publisher: McFarland
Release Date : 2022-10-27

The Performance Of Video Games written by Kelly I. Aliano and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-27 with Games & Activities categories.


When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.



The Minds Behind Playstation 2 Games


The Minds Behind Playstation 2 Games
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Author : Patrick Hickey, Jr.
language : en
Publisher: McFarland
Release Date : 2023-02-03

The Minds Behind Playstation 2 Games written by Patrick Hickey, Jr. and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-02-03 with Games & Activities categories.


Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.



The Minds Behind Shooter Games


The Minds Behind Shooter Games
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Author : Patrick Hickey, Jr.
language : en
Publisher: McFarland
Release Date : 2021-03-29

The Minds Behind Shooter Games written by Patrick Hickey, Jr. and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-29 with Games & Activities categories.


Featuring interviews with the creators of 39 popular video games--including Halo 3, Call of Duty: Modern Warfare, Medal of Honor and Metroid Prime--this book gives a behind-the-scenes look at the origins of some of the most iconic shooter games. Interviewees recount endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the genre and the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.



The Minds Behind Sega Genesis Games


The Minds Behind Sega Genesis Games
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Author : Patrick Hickey, Jr.
language : en
Publisher: McFarland
Release Date : 2022-07-08

The Minds Behind Sega Genesis Games written by Patrick Hickey, Jr. and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-07-08 with Games & Activities categories.


Prior to the arrival of the Sega Genesis, video games were still largely considered "kid stuff," but with a far more mature and eclectic range of titles, and an understanding of what gamers wanted, Sega and its Genesis/Mega Drive console began to shift the expectations for what gaming could be. Never scared to innovate, Sega's impact on the industry continues to this day through the games they originally developed and the technology their consoles pushed into the mainstream. Featuring interviews with the creators of over 40 games on the Sega Genesis console including Sonic the Hedgehog 2, Altered Beast, Aladdin, Earthworm Jim and NHL 95, this book gives a behind-the-scenes look at the creation of some of the influential, iconic, and sometimes forgotten games on Sega's most important contribution to the game industry. The interviewees reveal the challenges of working with mega publishers, the uncertainties of public reception, and the creative processes that produced some of the 16-bit era's classic titles.



Second Person


Second Person
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Author : Noah Wardrip-Fruin
language : en
Publisher:
Release Date : 2007

Second Person written by Noah Wardrip-Fruin and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Computers categories.


Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story--something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play.Second Person--so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told--first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction--for the singular "you"--including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game).In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form



Youth Online


Youth Online
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Author : Angela A. Thomas
language : en
Publisher: Peter Lang Incorporated, International Academic Publishers
Release Date : 2007

Youth Online written by Angela A. Thomas and has been published by Peter Lang Incorporated, International Academic Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Art categories.


Youth Online chronicles the stories of young people from several countries - the US, Australia, Canada, Switzerland, and Holland - and their interactions in online communities over a seven-year period. It examines how young people construct their identities in various social contexts: social, fantasy, role-playing; and for various social purposes: leadership, learning, power, rebellion and romance. It explores the ways youth are deploying both visual and literary cues to develop a full sense of presence online and to effectively communicate with their peers. Using methods of textual, visual, and socio-psychological analysis, this book illuminates the ways in which young people are making sense of their own identities and their place within broader communities.



Chris Crawford On Interactive Storytelling


Chris Crawford On Interactive Storytelling
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Author : Chris Crawford
language : en
Publisher: New Riders
Release Date : 2012-12-12

Chris Crawford On Interactive Storytelling written by Chris Crawford and has been published by New Riders this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-12-12 with Computers categories.


As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.