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The History And Allure Of Interactive Visual Novels


The History And Allure Of Interactive Visual Novels
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The History And Allure Of Interactive Visual Novels


The History And Allure Of Interactive Visual Novels
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Author : Mark Kretzschmar
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2023-06-15

The History And Allure Of Interactive Visual Novels written by Mark Kretzschmar and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-06-15 with Social Science categories.


Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to sexuality. The History and Allure of Interactive Visual Novels begins with a comprehensive overview of the visual novel genre and the cultural evolution that led to its rise, then explains the tropes and appeal of subgenres like bishojo (cute girl games), detective games, horror, and eroge (erotic games). Finally, the book explores the future of the genre in both user-generated games and games from other genres that liberally borrow both narrative and ludological themes from visual novels. Whether you're a long-standing fan of the genre or a newcomer looking for a fresh experience, The History and Allure of Interactive Visual Novels will provide an accessible and critically engaging overview of a genre that is rich in storytelling yet often overlooked.



Design User Experience And Usability


Design User Experience And Usability
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Author : Aaron Marcus
language : en
Publisher: Springer Nature
Release Date : 2024-06-10

Design User Experience And Usability written by Aaron Marcus and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-06-10 with Computers categories.


This five-volume set LNCS 14712-14716 constitutes the refereed proceedings of the 13th International Conference on Design, User Experience, and Usability, DUXU 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The DUXU 2024 proceedings were organized in the following topical sections: Part I: Information Visualization and Interaction Design; Usability Testing and User Experience Evaluation. Part II: Designing Interactions for Intelligent Environments; Automotive Interactions and Smart Mobility Solutions; Speculative Design and Creativity. Part III: User Experience Design for Inclusion and Diversity; Human-Centered Design for Social Impact. Part IV: Designing Immersive Experiences across Contexts; Technology, Design, and Learner Engagement; User Experience in Tangible and Intangible Cultural Heritage. Part V: Innovative Design for Enhanced User Experience; Innovations in Product and Service Design.



Playing With The Past


Playing With The Past
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Author : Matthew Wilhelm Kapell
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2013-10-24

Playing With The Past written by Matthew Wilhelm Kapell and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-10-24 with Social Science categories.


Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.



On The Flip Side Of The Sword


On The Flip Side Of The Sword
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Author : Pasquale De Marco
language : en
Publisher: Pasquale De Marco
Release Date : 2025-04-13

On The Flip Side Of The Sword written by Pasquale De Marco and has been published by Pasquale De Marco this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-04-13 with History categories.


On the Flip Side of the Sword takes readers on a captivating journey into the enthralling world of pirates, revealing the allure and mystique that have captured imaginations for centuries. In this comprehensive guide, Pasquale De Marco delves into the rich history of piracy, tracing its origins from the buccaneers of the 16th century to the golden age of piracy in the 17th and 18th centuries. Discover the motivations and backgrounds of these seafaring adventurers, understanding the economic, political, and social factors that fueled their extraordinary exploits. Navigate the treacherous waters of pirate tactics and strategies, uncovering the ingenious methods these seafaring bandits employed to outwit and overpower their adversaries. Witness the rise and fall of notorious pirate empires, from the infamous Blackbeard to the legendary Captain Kidd. Unravel the secrets of their hidden hideouts, buried treasures, and the intricate codes that governed their lawless societies. Immerse yourself in the daily lives of pirates, experiencing the harsh realities and camaraderie that defined their existence. From the grueling work on pirate ships to the thrill of capturing prizes, we'll explore the complexities of pirate life, revealing the motivations, fears, and aspirations that drove these individuals. Beyond the historical realm, On the Flip Side of the Sword ventures into the enduring legacy of piracy in popular culture. From literature and film to video games and music, we'll uncover how pirates have captivated audiences across generations. Witness the evolution of pirate portrayal, from romanticized heroes to cunning villains, and examine the impact of these representations on our perceptions of piracy. As we conclude our voyage, we'll investigate the ongoing struggle against piracy in modern times. Discover the sophisticated methods employed by intellectual property watchdogs to combat copyright infringement and online piracy. Learn about the challenges and complexities of balancing the rights of creators with the demands of a digital age. On the Flip Side of the Sword is an immersive exploration that promises to transport readers to the heart of pirate lore, leaving them with a newfound appreciation for the complexities and enduring fascination of piracy. This comprehensive guide is a must-read for anyone interested in maritime history, adventure, and the enduring legacy of these seafaring rogues. If you like this book, write a review on google books!



On Video Games


On Video Games
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Author : Soraya Murray
language : en
Publisher: Bloomsbury Publishing
Release Date : 2017-10-30

On Video Games written by Soraya Murray and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-10-30 with Games & Activities categories.


Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.



Game Writing


Game Writing
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Author : Chris Bateman
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2021-01-28

Game Writing written by Chris Bateman and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-01-28 with Social Science categories.


As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative. Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry and presents them as practical articles accompanied by exercises for developing the skills discussed. The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling. Throughout the book there is a strong emphasis on the skills developers and publishers expect game writers to know. This second edition brings the material up to date and adds four new chapters covering MMOs, script formats, narrative design for urban games, and new ways to think about videogame narrative as an art form. Suitable for both beginners and experienced writers, Game Writing is the essential guide to all the techniques of game writing. There's no better starting point for someone wishing to get into this exciting field, whether they are new game writers wishing to hone their skills, or screenwriters hoping to transfer their skills to the games industry.



Indie Games In The Digital Age


Indie Games In The Digital Age
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Author : M.J. Clarke
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2020-04-16

Indie Games In The Digital Age written by M.J. Clarke and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-04-16 with Social Science categories.


A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.



Shigeru Miyamoto


Shigeru Miyamoto
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Author : Jennifer deWinter
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2015-05-21

Shigeru Miyamoto written by Jennifer deWinter and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-05-21 with Games & Activities categories.


Video games are considered by many to be just entertainment-essentially void of skillful, artistic intervention. But as any gamer knows, there's incredible technical and graphic talent behind even a flickering Gameboy screen. You may have never heard Shigeru Miyamoto's name, but you've probably spent many a lazy afternoon absorbed in his work. Joining Nintendo as a video game designer in the late 1970s, Miyamoto created the powerhouse franchises Super Mario Bros., The Legend of Zelda, and Donkey Kong-games so ubiquitous that Miyamoto was named one of TIME's 100 Most Influential People in 2007. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto unveils the artist behind thousands of glowing gaming screens, tracing out his design decisions, aesthetic preferences, and the material conditions that shaped his work. With this incredible (and incredibly unknown) figure, series editors Jennifer DeWinter and Carly Kocurek launch the Influential Video Game Designers series, at last giving these artists the recognition they deserve.



Global Esports


Global Esports
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Author : Dal Yong Jin
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2021-03-25

Global Esports written by Dal Yong Jin and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-25 with Social Science categories.


Global esports explores the recent surge of esports in the global scene and comprehensively discusses people's understanding of this spectacle. By historicizing and institutionalizing esports, the contributors analyze the rapid growth of esports and its implications in culture and digital economy. Dal Yong Jin curates a discussion as to why esports has become a global phenomenon. From games such as Spacewar to Starcraft to Overwatch, a key theme, distinguishing this collection from others, is a potential shift of esports from online to mobile gaming. The book addresses why many global game players and fans play and enjoy online and mobile games in professional game competitions, and therefore, they investigate the manner in which the transfer to, from and between online and mobile gaming culture is occurring in a specific subset of global youth. The remaining focus identifies the major platforms used to enjoy esports, including broadcasting and smartphones. By analyzing these unexamined or less-discussed agendas, this book sheds light on the current debates on the growth of global esports culture.



The World Of Scary Video Games


The World Of Scary Video Games
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Author : Bernard Perron
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2018-05-31

The World Of Scary Video Games written by Bernard Perron and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-05-31 with Games & Activities categories.


As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.