Gameplay Emotions And Narrative Independent Games Experienced

Gameplay Emotions And Narrative Independent Games Experienced Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Gameplay Emotions And Narrative Independent Games Experienced book. This book definitely worth reading, it is an incredibly well-written.

Gameplay, Emotions and Narrative: Independent Games Experienced

Author : Katarzyna Marak,Mi_osz Markocki,Dariusz Brzostek
Publisher : Lulu.com
Page : 326 pages
File Size : 47,5 Mb
Release : 2019-10-22
Category : Games & Activities
ISBN : 9780359961467

Get Book

Gameplay, Emotions and Narrative: Independent Games Experienced by Katarzyna Marak,Mi_osz Markocki,Dariusz Brzostek Pdf

This book is devoted to emotional and narrative immersion in the experience of gameplay. The focus of our research is the complex interplay between the story and mechanics in digital games. Our goal is to demonstrate how the narrative and the ludic elements together can form unique player experiences. The volume is a collection of case studies involving close reading of selected independent titles, with focus placed on the themes, motifs and experimental approaches to gameplay present therein.

Paratextualizing Games

Author : Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt
Publisher : transcript Verlag
Page : 407 pages
File Size : 45,8 Mb
Release : 2021-11-30
Category : Social Science
ISBN : 9783839454213

Get Book

Paratextualizing Games by Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt Pdf

Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?

The Magic of Games

Author : UWK
Publisher : Edition Donau-Universität Krems
Page : 425 pages
File Size : 53,8 Mb
Release : 2022-10-25
Category : Computers
ISBN : 9783903150973

Get Book

The Magic of Games by UWK Pdf

The 15th Vienna Gamens Conference "The Future and Reality of Gaming" (FROG) 2021 has explored how magic and games seem almost inextricably intertwined. This volume collects 17 contributions that have emerged from the conference, and which together form a multi-faceted examination of the "Magic of Games".

Roman Ingarden’s Aesthetics and Ontology

Author : Leszek Sosnowski,Natalia Anna Michna
Publisher : Bloomsbury Publishing
Page : 185 pages
File Size : 43,5 Mb
Release : 2023-08-24
Category : Philosophy
ISBN : 9781350321526

Get Book

Roman Ingarden’s Aesthetics and Ontology by Leszek Sosnowski,Natalia Anna Michna Pdf

This volume explores the work of Polish phenomenologist Roman Ingarden (1893-1970) with respect to his ontology, epistemology and aesthetics. An outstanding student of Edmund Husserl, it offers a unique tribute to one of the most important figures in contemporary philosophy. Leszek Sosnowski and Natalia Anna Michna introduce a team of renowned scholars to present new and timely readings of Ingarden's thought, placing his philosophy in a broader historical and cultural context. In doing so, they offer a cutting edge reflection on the relevance, refinement and depth of Ingarden's theory. Chapters are not only retrospective, but also set out the present and future development of philosophy inspired by his works. Reinvigorating the debate about Ingarden's phenomenological legacy and its relevance for contemporary thought, this collection of essays guides us through his place in the history of philosophy and presents new perspectives on selected aspects of his theory.

How Games Move Us

Author : Katherine Isbister
Publisher : MIT Press
Page : 187 pages
File Size : 52,5 Mb
Release : 2017-10-27
Category : Games & Activities
ISBN : 9780262534451

Get Book

How Games Move Us by Katherine Isbister Pdf

An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Narrative Tactics for Mobile and Social Games

Author : Toiya Kristen Finley
Publisher : CRC Press
Page : 236 pages
File Size : 52,8 Mb
Release : 2018-07-24
Category : Computers
ISBN : 9781351651257

Get Book

Narrative Tactics for Mobile and Social Games by Toiya Kristen Finley Pdf

Despite its significant growth over the past five years, the mobile and social videogame industry is still maturing at a rapid rate. Due to various storage and visual and sound asset restrictions, mobile and social gaming must have innovative storytelling techniques. Narrative Tactics grants readers practical advice for improving narrative design and game writing for mobile and social games, and helps them rise to the challenge of mobile game storytelling. The first half of the book covers general storytelling techniques, including worldbuilding, character design, dialogue, and quests. In the second half, leading experts in the field explore various genres and types of mobile and social games, including educational games, licensed IP, games for specific demographics, branding games, and free to play (F2P). Key Features The only book dedicated to narrative design and game writing in social and mobile games, an explosive market overtaking the console gaming market. Provides tips for narrative design and writing tailored specifically for mobile and social game markets. Guides readers along with conclusions that include questions to help the reader in narrative design and/or writing. Explores real games to illustrate theory and best practices with analyses of game case studies per chapter, covering indie, social/mobile, and AAA games. Includes checklists to help readers critique their own narrative design/writing.

Emotions, Technology, and Digital Games

Author : Anonim
Publisher : Academic Press
Page : 364 pages
File Size : 55,5 Mb
Release : 2015-09-25
Category : Psychology
ISBN : 9780128018408

Get Book

Emotions, Technology, and Digital Games by Anonim Pdf

Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games

The Game Narrative Toolbox

Author : Tobias Heussner,Toiya Kristen Finley,Jennifer Brandes Hepler,Ann Lemay
Publisher : CRC Press
Page : 363 pages
File Size : 41,9 Mb
Release : 2023-08-16
Category : Computers
ISBN : 9781000921779

Get Book

The Game Narrative Toolbox by Tobias Heussner,Toiya Kristen Finley,Jennifer Brandes Hepler,Ann Lemay Pdf

Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the video game industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Kristen Finley, PhD, Ann Lemay, and Jennifer Brandes Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees to help readers make the switch from writing prose or screenplay to interactive. Thoroughly revised, the Second Edition includes updated content reflecting the industry’s latest developments. In addition to revised and updated chapters, this new edition features two additional chapters covering more advanced topics that are applicable to the lessons learned from the original chapters. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects.

Designing Games

Author : Tynan Sylvester
Publisher : "O'Reilly Media, Inc."
Page : 416 pages
File Size : 41,8 Mb
Release : 2013-01-03
Category : Computers
ISBN : 9781449338022

Get Book

Designing Games by Tynan Sylvester Pdf

Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other’s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game’s market positioning will affect your design

Emotion in Games

Author : Kostas Karpouzis,Georgios N. Yannakakis
Publisher : Springer
Page : 338 pages
File Size : 46,5 Mb
Release : 2016-11-02
Category : Medical
ISBN : 9783319413167

Get Book

Emotion in Games by Kostas Karpouzis,Georgios N. Yannakakis Pdf

The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.

Video Game Level Design

Author : Michael Salmond
Publisher : Bloomsbury Publishing
Page : 192 pages
File Size : 55,5 Mb
Release : 2021-07-15
Category : Games & Activities
ISBN : 9781350015739

Get Book

Video Game Level Design by Michael Salmond Pdf

Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.

Games and Narrative: Theory and Practice

Author : Barbaros Bostan
Publisher : Springer Nature
Page : 347 pages
File Size : 44,9 Mb
Release : 2021-12-07
Category : Computers
ISBN : 9783030815387

Get Book

Games and Narrative: Theory and Practice by Barbaros Bostan Pdf

This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.

Video Game Narrative and Criticism

Author : T. Thabet
Publisher : Springer
Page : 86 pages
File Size : 49,7 Mb
Release : 2015-03-04
Category : Social Science
ISBN : 9781137525543

Get Book

Video Game Narrative and Criticism by T. Thabet Pdf

The book provides a comprehensive application of narrative theory to video games, and presents the player-response paradigm of game criticism. Video Game Narrative and Criticism explains the nature of gameplay - a psychological experience and a meaning-making process in the fictional world of video games.

Playing with Feelings

Author : Aubrey Anable
Publisher : U of Minnesota Press
Page : 172 pages
File Size : 45,5 Mb
Release : 2018-02-21
Category : Games & Activities
ISBN : 9781452956817

Get Book

Playing with Feelings by Aubrey Anable Pdf

How gaming intersects with systems like history, bodies, and code Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers. Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail. Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.

Video Games and the Mind

Author : Bernard Perron,Felix Schröter
Publisher : McFarland
Page : 224 pages
File Size : 54,6 Mb
Release : 2016-07-19
Category : Games & Activities
ISBN : 9781476626277

Get Book

Video Games and the Mind by Bernard Perron,Felix Schröter Pdf

Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming—the video game experience itself—and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.