Quest Games as Post-Narrative Discourse Espen Aarseth

E Aarseth - Narrative across media: The languages of storytelling, 2004 - books.google.com
game genres, gaming situations, and game technologies. In this essay the focus will be on
a certain type of game, the digital quest game. … , digital games, or video games) as the super-…

No fun: The queer potential of video games that annoy, anger, disappoint, sadden, and hurt

B Ruberg - QED: A journal in GLBTQ worldmaking, 2015 - scholarlypublishingcollective.org
… In this article, I argue for a different approach to affect in video games, … video games and
heteronormative pleasures more broadly. I conclude with a series of examples of no-fun games

[書籍しょせき][B] Video games have always been queer

B Ruberg - 2019 - books.google.com
game-makers, and scholars who call games their own. Queer people have always belonged
in video games… made to feel like outsiders, because video games have always been queer. …

[書籍しょせき][B] Videogames and education

HJ Brown - 2014 - taylorfrancis.com
… Gee hold a shallow view of the potential of videogames to transform human consciousness.
“When I read these ostensibly positive accounts of video games,” he writes, “they strike me …

[書籍しょせき][B] Cultural code: video games and Latin America

P Penix-Tadsen - 2016 - books.google.com
… between Latin America and video games from the standpoint of … concept of the game in
general, and the video game specifically. … game” or “computer game” rather than “video game” …

Playing for real: video games and stories for health-related behavior change

T Baranowski, R Buday, DI Thompson… - American journal of …, 2008 - Elsevier
… the video game, since many children spend numerous hours playing them. Using video games
to … No review has appeared of health-related behavior-change video games. A common …

[書籍しょせき][B] Storyplaying: Agency and narrative in video games

S Domsch - 2013 - library.oapen.org
… It is the guiding assumption of this study that some games, and especially many video games,
are also FNs. Therefore, it will mainly attempt to show two things: how video games can be …

[書籍しょせき][B] Half-real: Video games between real rules and fictional worlds

J Juul - 2011 - books.google.com
… how video games modify and supplement the classic game model; the history of video
games is partly about breaking with the classic game model. The Study of Video Games This …

[書籍しょせき][B] Power-up: how Japanese video games gave the world an extra life

C Kohler - 2016 - books.google.com
… Well, to find the answer we should first ask: what separates the first video games from the
video games of today? The immediate answer would seem to be that advances in computer …

[書籍しょせき][B] The medium of the video game

MJP Wolf - 2002 - degruyter.com
Video Games Literature List, 184 Classic Video Game Syndicate Webring, 184 Clue VCR
Game… , 64 computer as player, 15, 106 “computer games” as a subset of video games, 17, 27 …