Results for ' games and narratives'

992 found
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  1. Language games and faculty of judgment-the Lyotard, Jean, Francois discourse on narrative pragmatics.R. Clausjurgens - 1988 - Philosophisches Jahrbuch 95 (1):107-120.
     
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  2.  10
    Videogames and Narrative.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 110–129.
    This chapter contains sections titled: The Stories Games Tell Would You Kindly Put down That Wrench? Reconciling Games and Narratives.
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  3.  15
    Games and genes: human diversity meets cytogenetics—Mexico 1968.Ana Barahona - 2022 - History and Philosophy of the Life Sciences 44 (4):1-24.
    The 1968 Olympic Games in Mexico included innovative practices and technological knowledge of human biology. The first time that cytogenetic techniques had been applied to athletes was in the 1966 European Athletics Championship in Budapest and used on Olympic athletes for the first time in Mexico in 1968. The Genetics and Human Biology Program was created for this purpose in 1966 in close collaboration with the Local Organizing Committee, by Mexican geneticists Alfonso León de Garay and Rodolfo Félix Estrada (...)
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  4. Language-games and nonsense: Wittgenstein's reflection in Carroll's looking-glass.Leila Silvana May - 2007 - Philosophy and Literature 31 (1):79-94.
    In lieu of an abstract, here is a brief excerpt of the content:Wittgenstein’s Reflection in Lewis Carroll’s Looking-GlassLeila S. MayAccording to one tradition in the theory of fiction, there is a kind of fantasy whose function is to invite the reader to "acknowledge the possibility of a different reality."1 In this essay I want to ask whether Lewis Carroll's Alice books fit into this category; that is, I want to explore the possibility that Alice's Adventures in Wonderland and Through the (...)
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  5. A Game-Theoretic Analysis of the Waterloo Campaign and Some Comments on the Analytic Narrative Project.Philippe Mongin - 2018 - Cliometrica 12:451–480.
    The paper has a twofold aim. On the one hand, it provides what appears to be the first game-theoretic modeling of Napoleon’s last campaign, which ended dramatically on 18 June 1815 at Waterloo. It is specifically concerned with the decision Napoleon made on 17 June 1815 to detach part of his army against the Prussians he had defeated, though not destroyed, on 16 June at Ligny. Military historians agree that this decision was crucial but disagree about whether it was rational. (...)
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  6.  11
    Game is to Space as Narrative is to Time. A Ricœurian Anthropology of Play and Game as Spatial Mimesis.Nathan Ferret - 2021 - Études Ricoeuriennes / Ricoeur Studies 12 (2):44-56.
    By studying the logic that unites play, the rules of games and the body of players, this article intends to highlight a spatial mimesis through play and games. It consists of carrying out a Ricœurian anthropology of play and game, taking Ricœur's analysis of the relationship between time and narrative as a model. The article then shows that play prefigures the physical space as a lived space, that game configures a space of rules and that the player's body (...)
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  7.  15
    Unraveling Braid: Puzzle Games and Storytelling in the Imperative Mood.Luke Arnott - 2012 - Bulletin of Science, Technology and Society 32 (6):433-440.
    “Unraveling Braid” analyzes how unconventional, non-linear narrative fiction can help explain the ways in which video games signify. Specifically, this essay looks at the links between the semiotic features of Jonathan Blow’s 2008 puzzle-platform video game Braid and similar elements in Georges Perec’s 1978 novel Life A User’s Manual, as well as in other puzzle-themed literary precursors. Blow’s game design concepts “dynamical meaning” and “game play rhetoric” are explained in relation to a number of Braid levels; along side this (...)
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  8.  15
    Ender's Game and Philosophy: The Logic Gate is Down.Kevin S. Decker & William Irwin (eds.) - 2013 - Malden, MA: Wiley.
    A threat to humanity portending the end of our species lurks in the cold recesses of space. Our only hope is an eleven-year-old boy. Celebrating the long-awaited release of the movie adaptation of Orson Scott Card’s novel about highly trained child geniuses fighting a race of invading aliens, this collection of original essays probes key philosophical questions raised in the narrative, including the ethics of child soldiers, politics on the internet, and the morality of war and genocide. Original essays dissect (...)
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  9. Deceptive Retrospective Narrative Strategy and Synchronistic Prerequisite: Case Study on The Design of Impossible Puzzles.Yu Yang - 2023 - Cinej Cinema Journal 11 (1):258-288.
    The deceptive clues in the impossible puzzle film confirm the viewer’s internal expectations and allow retrospective attributing. In the film, a transcendental object negates an internal expectation, causing a retrospective blockage. Retrospectivity does not stop there; the transcendental object reinterpreting deceptive clues in the associative area leads to repeated attribution. This article consists of three parts. First, it discusses impossible puzzle films in the context of complex narrative classification. The following section introduces the Jungian concept of synchronicity and illustrates how (...)
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  10.  3
    On Antiutopianism in Pragmatics and Narrative.Darko Suvin - 2023 - Utopian Studies 34 (2):292-311.
    Abstractabstract:This article refurbishes the view of antiutopianism as the ruling orthodoxy of late-capitalist common sense (pragmatics) and writings plus media (narrative). After a half-century descent into a contemporary neofeudalism (Fascism 2.0), the operation of totalized antiutopianism on utopian narrative genres is powerfully evident in the TV series Game of Thrones, a rigidly Social Darwinist fantasy world, reveling in mass slaughters and presupposing neofeudalism: a black fable for lesioned personalities.
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  11.  28
    The game of contemporary narrative art in Fuerzas Especiales by Diamela Eltit: Reality revealed and ludic and ironic space of resistance.Paola Lizana-Miranda - 2017 - Alpha (Osorno) 44:211-220.
    Resumen Este artículo ofrece una lectura de la pintura renacentista según los principios establecidos por Leon Battista Alberti, uno de los primeros teóricos de la perspectiva en cuyo Tratado de pintura se refiere al cuadro como “una ventana abierta a la historia”. El concepto de historia empleado por Alberti, que se presta a numerosas interpretaciones, es abordado a partir de las reflexiones de Erwin Panofsky en torno a la perspectiva como “forma simbólica”, avanzando hacia una hipótesis en torno al carácter (...)
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  12. What's My Motivation? Video Games and Interpretative Performance.Grant Tavinor - 2017 - Journal of Aesthetics and Art Criticism 75 (1):23-33.
    The interpretation of character motivations is a crucial part of the understanding of many narratives, including those found in video games. This interpretation can be complicated in video games by the player performing the role of a player-character within the game narrative. Such performance finds the player making choices for the character and also interpreting the resulting character actions and their effect on the game's narrative. This can lead to interpretative difficulties for game narratives and their (...)
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  13.  36
    How to describe and evaluate “deception” phenomena: recasting the metaphysics, ethics, and politics of ICTs in terms of magic and performance and taking a relational and narrative turn.Mark Coeckelbergh - 2018 - Ethics and Information Technology 20 (2):71-85.
    Contemporary ICTs such as speaking machines and computer games tend to create illusions. Is this ethically problematic? Is it deception? And what kind of “reality” do we presuppose when we talk about illusion in this context? Inspired by work on similarities between ICT design and the art of magic and illusion, responding to literature on deception in robot ethics and related fields, and briefly considering the issue in the context of the history of machines, this paper discusses these questions (...)
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  14. Metaphors for Puzzles, Time, and Dreams: Ambiguous Narratives in Kaili Blues.Yu Yang - 2023 - International Journal of Literary Humanities 21 (2):1-20.
    In the film “Kaili Blues” by Bi Gan, intricate clues create complex connections between the plots steered by various characters. This relationship manifests in splitting time and alternating between dream and reality. This article analyzes Bi Gan’s approach to temporality and dreams by focusing on how he employs various film metaphors to deal with poetic narratives in his films. The article consists of three sections: First, it introduces the (puzzle) storytelling form of “Kaili Blues” as a promising area in (...)
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  15.  70
    Interpreting Dwarf Fortress: Finitude, Absurdity, and Narrative.James Cartlidge - 2023 - Games and Culture 1 (OnlineFirst).
    This paper interprets the influential colony management simulator ‘Dwarf Fortress’ existentially, in terms of finitude, absurdity, and narrative. It applies Aarseth/Möring’s proposed method of game interpretation, adopting their definition of ‘cybermedia’ as a generalized game ontology, then providing a specialized ontology of ‘Dwarf Fortress’ which describes its genre and salient gameplay features, incorporating Ian Bogost’s concept of ‘procedural rhetoric’. It then gives an existentialist interpretation of ‘Dwarf Fortress’ which centres on ‘finitude’, ‘absurdity’, and ‘narrative’, showing that ‘Dwarf Fortress’ is a (...)
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  16.  2
    Of Literature and Knowledge: Explorations in Narrative Thought Experiments, Evolution, and Game Theory.Peter Swirski - 2006 - New York: Routledge.
    "_Of Literature and Knowledge_ looks... like an important advance in this new and very important subject... literature is about to become even more interesting." – Edward O. Wilson, Pellegrino University Professor, Harvard University. Framed by the theory of evolution, this colourful and engaging volume presents a new understanding of the mechanisms by which we transfer information from narrative make-believe to real life. Ranging across game theory and philosophy of science, as well as poetics and aesthetics, Peter Swirski explains how literary (...)
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  17.  38
    Of literature and knowledge: explorations in narrative thought experiments, evolution, and game theory.Peter Swirski - 2007 - New York: Routledge.
    Framed by the theory of evolution, this volume offers a new understanding of the mechanisms by which we transfer information from narrative make-believe to real life. Ranging across game theory and philosophy of science, as well as poetics and aesthetics, Peter Swirski explains how literary fictions perform as a systematic tool of enquiry, driven by thought experiments. Crucially, he argues for a continuum between the cognitive tools employed by scientists, philosophers, and scholars or writers of fiction."--Jacket.
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  18.  41
    It’s about Time: Film, Video Games, and the Advancement of an Artform.Steven Gimbel & Joseph Roman - 2019 - Philosophies 4 (4):56.
    Jon Robson and Aaron Meskin have argued that the insights obtained through the philosophical analysis of video games is not specific to video games, but to a larger class of artistic creations they term Self-Involving Interactive Fictions, or SIIFs. But there is at least one aspect of SIIF video games that is philosophically interesting and does not apply to the class of SIIFs as a whole, the ability to represent non-classical time. If SIIF video games are (...)
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  19.  35
    Riding: Embodying the Centaur.Ann Game - 2001 - Body and Society 7 (4):1-12.
    Through a phenomenological study of horse-human relations, this article explores the ways in which, as embodied beings, we live relationally, rather than as separate human identities. Conceptually this challenges oppositional logic and humanist assumptions, but where poststructuralist treatments of these issues tend to remain abstract, this article is concerned with an embodied demonstration of the ways in which we experience a relational or in-between logic in our everyday lives.
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  20.  48
    The Teacher’s Vocation: Ontology of Response.Ann Game & Andrew Metcalfe - 2008 - Studies in Philosophy and Education 27 (6):461-473.
    We argue that pedagogic authority relies on love, which is misunderstood if seen as a matter of actions and subjects. Love is based not on finite subjects and objects existing in Euclidean space and linear time, but, rather, on the non-finite ontology, space and time of relations. Loving authority is a matter of calling and vocation, arising from the spontaneous and simultaneous call-and-response of a lively relation. We make this argument through a reading of Buber’s I–You relation and Murdoch’ s (...)
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  21.  14
    Why and How Did Narrative Fictions Evolve? Fictions as Entertainment Technologies.Edgar Dubourg & Nicolas Baumard - 2022 - Frontiers in Psychology 13:786770.
    Narrative fictions have surely become the single most widespread source of entertainment in the world. In their free time, humans read novels and comics, watch movies and TV series, and play video games: they consume stories that they know to be false. Such behaviors are expanding at lightning speed in modern societies. Yet, the question of the origin of fictions has been an evolutionary puzzle for decades: Are fictions biological adaptations, or the by-products of cognitive mechanisms that evolved for (...)
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  22.  40
    Non-equilibrium thermodynamics and the brain.C. J. A. Game - 1994 - In Karl H. Pribram (ed.), Origins: Brain and Self-Organization. Lawrence Erlbaum. pp. 196.
  23.  16
    A Question of Fit: Cultural and Individual Differences in Interpersonal Justice Perceptions.Annilee M. Game & Jonathan R. Crawshaw - 2017 - Journal of Business Ethics 144 (2):279-291.
    This study examined the link between employees’ adult attachment orientations and perceptions of line managers’ interpersonal justice behaviors, and the moderating effect of national culture. Participants from countries categorized as low collectivistic and high collectivistic completed an online survey. Attachment anxiety and avoidance were negatively related to interpersonal justice perceptions. Cultural differences did not moderate the effects of avoidance. However, the relationship between attachment anxiety and interpersonal justice was non-significant in the Southern Asia cultural cluster. Our findings indicate the importance (...)
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  24.  12
    Comments on "A power comparison of the F and L tests: I.".Paul A. Games - 1966 - Psychological Review 73 (4):372-375.
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  25.  26
    Of Literature and Knowledge: Explorations in Narrative Thought Experiments, Evolution and Game Theory_, and: _Literature, Analytically Speaking: Explorations in the Theory of Interpretation, Analytic Aesthetics, and Evolution (review).Sami Pihlström - 2011 - Philosophy and Literature 35 (2):404-410.
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  26.  38
    Involvement, Interruption, and Inevitability: Melancholy as an Aesthetic Principle in Game Narratives.Daniel Punday - 2004 - Substance 33 (3):80-107.
  27.  28
    Do brokers act in the best interests of their clients? New evidence from electronic trading systems.Annilee M. Game & Andros Gregoriou - 2014 - Business Ethics: A European Review 25 (2):187-197.
    Prior research suggests brokers do not always act in the best interests of clients, although morally obligated to do so. We empirically investigated this issue focusing on trades executed at best execution price, before and after the introduction of electronic limit-order trading, on the London Stock Exchange. As a result of limit-order trading, the proportion of trades executed at the best execution price for the customer significantly increased. We attribute this to a sustained increase in the liquidity of stocks as (...)
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  28. Foreword vii Acknowledgements viii.Essays on Cooperative Games, in Honor of Guillermo Owen & Gianfranco Gambarelli - 2004 - Theory and Decision 56:405-408.
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  29.  29
    RASMUSEN, ERIC, Folk Theorems for the Observable Implications of Repeated.Implications of Repeated Games - 1992 - Theory and Decision 32:147-164.
  30.  31
    Ideologies and no end in sight.Wolf-Dieter Narr - 1990 - World Futures 28 (1):105-120.
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  31.  14
    Virtualizing the ‘good life’: reworking narratives of agrarianism and the rural idyll in a computer game.Lee-Ann Sutherland - 2020 - Agriculture and Human Values 37 (4):1155-1173.
    Farming computer games enable the ‘desk chair countryside’—millions of people actively engaged in performing farming and rural activities on-line—to co-produce their desired representations of rural life, in line with the parameters set by game creators. In this paper, I critique the narratives and images of farming life expressed in the popular computer game ‘Stardew Valley’. Stardew is based on a scenario whereby players leave a [meaningless] urban desk job to revitalize the family farm. Player are given a choice (...)
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  32. Analytic Narratives: What they are and how they contribute to historical explanation.Philippe Mongin - 2019 - In Claude Diebolt & Michael Haupert (eds.), Handbook of Cliometrics. Springer.
    The expression "analytic narratives" is used to refer to a range of quite recent studies that lie on the boundaries between history, political science, and economics. These studies purport to explain specific historical events by combining the usual narrative approach of historians with the analytic tools that economists and political scientists draw from formal rational choice theories. Game theory, especially of the extensive form version, is currently prominent among these tools, but there is nothing inevitable about such a technical (...)
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  33.  49
    Ethics and Video Games.Christopher Bartel - 2023 - In James Harold (ed.), Oxford Handbook of Ethics and Art. New York, NY: Oxford University Press.
    Ethics in video gaming is broad topic that extends beyond the familiar instances of “moral panics”. This chapter will first divide ethical issues into internal and external moral questions. Roughly, this equates to a distinction between the ethics in games and the ethics of games. The ethical issues internal to video games arise due to both their status as fictions and their status as games. Many games afford players the opportunity to perform violent and vicious (...)
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  34. 292 Semiotics of Non-Verbal and Complex Systems.Syntaxe Narrative & De Surface - 2003 - Semiotics 3:291.
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  35.  36
    Interaction, narrative, and drama: Creating an adaptive interactive narrative using performance arts theories.Magy Seif El-Nasr - 2007 - Interaction Studies 8 (2):209-240.
    Interactive narratives have been used in a variety of applications, including video games, educational games, and training simulations. Maintaining engagement within such environments is an important problem, because it affects entertainment, motivation, and presence. Performance arts theorists have discussed and formalized many techniques that increase engagement and enhance dramatic content of art productions. While constructing a narrative manually, using these techniques, is acceptable for linear media, using this approach for interactive environments results in inflexible experiences due to (...)
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  36.  12
    Interaction, narrative, and drama: Creating an adaptive interactive narrative using performance arts theories.Magy Seif El-Nasr - 2007 - Interaction Studiesinteraction Studies Social Behaviour and Communication in Biological and Artificial Systems 8 (2):209-240.
    Interactive narratives have been used in a variety of applications, including video games, educational games, and training simulations. Maintaining engagement within such environments is an important problem, because it affects entertainment, motivation, and presence. Performance arts theorists have discussed and formalized many techniques that increase engagement and enhance dramatic content of art productions. While constructing a narrative manually, using these techniques, is acceptable for linear media, using this approach for interactive environments results in inflexible experiences due to (...)
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  37.  10
    Interaction, narrative, and drama.Magy Seif El-Nasr - 2007 - Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies / Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies 8 (2):209-240.
    Interactive narratives have been used in a variety of applications, including video games, educational games, and training simulations. Maintaining engagement within such environments is an important problem, because it affects entertainment, motivation, and presence. Performance arts theorists have discussed and formalized many techniques that increase engagement and enhance dramatic content of art productions. While constructing a narrative manually, using these techniques, is acceptable for linear media, using this approach for interactive environments results in inflexible experiences due to (...)
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  38.  15
    Louis 0. Mink.Form as A. Narrative - 2001 - In Geoffrey Roberts (ed.), The history and narrative reader. New York: Routledge.
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  39.  9
    Maurice Mandelbaum.As Narrative - 2001 - In Geoffrey Roberts (ed.), The history and narrative reader. New York: Routledge. pp. 52.
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  40.  4
    Peter Burke.Revival Of Narrative - 2001 - In Geoffrey Roberts (ed.), The history and narrative reader. New York: Routledge.
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  41.  24
    Mass Effect 2: A Case Study in the Design of Game Narrative.Joshua Tanenbaum & Jim Bizzocchi - 2012 - Bulletin of Science, Technology and Society 32 (5):393-404.
    Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the design of narrative within Mass Effect 2: a game whose narrative is highly regarded in both scholarly and vernacular communities. We follow the classic humanities methodology (...)
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  42.  4
    Mass Effect 2: A Case Study in the Design of Game Narrative.Theresa Jean Tanenbaum & Jim Bizzocchi - 2012 - Bulletin of Science, Technology and Society 32 (5):393-404.
    Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the design of narrative within Mass Effect 2: a game whose narrative is highly regarded in both scholarly and vernacular communities. We follow the classic humanities methodology (...)
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  43.  9
    Narrative and narration: analyzing cinematic storytelling.Warren Buckland - 2020 - New York: Wallflower.
    From mainstream blockbusters to art house cinema, narrative and narration are the driving forces that organize a film. Yet attempts to explain these forces are often mired in notoriously complex terminology and dense theory. Warren Buckland provides a clear and accessible introduction that explains how narrative and narration work using straightforward language. Narrative and Narration distills the basic components of cinematic storytelling into a set of core concepts: narrative structure, processes of narration, and narrative agents. The book opens with a (...)
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  44.  77
    Modern and postmodern challenges to game theory.Yanis Varoufakis - 1993 - Erkenntnis 38 (3):371 - 404.
    Equilibrium game theory borrows from neoclassical economics its rationality concept which it immediately puts to work in order to produce the basic results it needs for building an elaborate narrative of social interaction. This paper focuses on some recent objections to game theory's use of rationality assumptions in general, and of backward induction and subgame perfection in particular, and interprets them in the light of the postmodern critique of the grand meta-narratives which social theorists often rely on for social (...)
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  45.  9
    Être and paraître: The games of truth in the book of Susanna.Dickh M. Kanonge - 2018 - HTS Theological Studies 74 (3).
    Recent literary methods have opened new possibilities in reading and understanding the logic of narratives. The Greimassian approach offers such a possibility. Though Greimas’ approach is by now accepted as part of the canon of narratology, some of its components have not yet received due attention. This is the case with his ‘veridictory square’, a diagram that applies especially to texts where oppositions such as truth-falsehood, hero-villain and subject-anti-subject are prominent themes. This article aims to demonstrate that these kinds (...)
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  46.  14
    Johnsonism and crisis management: a critical narrative analysis of the UK Prime Minister’s response to the COVID-19 pandemic.Alma-Pierre Bonnet - forthcoming - Critical Discourse Studies.
    As the official UK COVID Inquiry is investigating the response by the government to the 2020 global pandemic, revealing the difficulties that the Johnson administration had to face and the overall lack of adequate preparedness at the top of the UK executive, people are becoming growingly aware of the many challenges that such situations pose in terms of crisis management and public governance. Beyond the somewhat sterile blame game played by leading political actors, this formal accountability forum has also revealed (...)
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  47. Player Engagement with Games: Formal Reliefs and Representation Checks.Karl Egerton - 2022 - Journal of Aesthetics and Art Criticism 80 (1):95-104.
    Alongside the direct parallels and contrasts between traditional narrative fiction and games, there lie certain partial analogies that provide their own insights. This article begins by examining a direct parallel between narrative fiction and games—the role of fictional reliefs and reality checks in shaping aesthetic engagement—before arguing that from this a partial analogy can be developed stemming from a feature that distinguishes most games from most traditional fictions: the presence of rules. The relation between rules and fiction (...)
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  48.  13
    On Soulsring Worlds: narrative complexity, digital communities, and interpretation in Dark Souls and Elden Ring.Marco Caracciolo - 2024 - New York, NY: Routledge.
    The first book-length study devoted to FromSoftware games, On Soulsring Worlds explores how the Dark Souls series and Elden Ring are able to reconcile extreme difficulty in both gameplay and narrative with broad appeal. Arguing that the games are strategically positioned in relation to contemporary audiences and designed to tap into the new forms of interpretation afforded by digital media, the author situates the games vis-à-vis a number of current debates, including the posthuman and the ethics of (...)
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  49. Powerplay — Power, violence and gender in video games.Gitte Jantzen & Jans F. Jensen - 1993 - AI and Society 7 (4):368-385.
    Unlike the bulk of electronic media the computer game or video game is a distinctly gendered medium. All investigations confirm that we are dealing with a medium which almost exclusively appeals to and is used by, boys and young men. Therefore, the video games and computer games are very suited for investigating the form of entertainment, the pleasure, that appeals to men, i.e. the specific ‘masculine pleasure’.The paper deals with questions such as: What do computer games mean? (...)
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  50.  19
    Literature, Analytically Speaking: Explorations in the Theory of Interpretation, Analytic Aesthetics, and Evolution_, and: _Of Literature and Knowledge: Explorations in Narrative Thought Experiments, Evolution, and Game Theory (review).Tero Eljas Vanhanen - 2012 - Philosophy and Literature 36 (1):265-269.
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