Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

The Lecture Tour
  • Language: en
  • Pages: 148

The Lecture Tour

In The Lecture Tour, our author takes his considerable erudition on the road, speaking on such diverse topics as monkey armies, Claude Debussy, cheerleader fiction, Midwestern folklore, sex in the ancient world, and much more. This volume also contains two new short stories, a one-act play and a Lovecraftian nursery rhyme. In short, fun for all ages!

Third Person
  • Language: en
  • Pages: 493

Third Person

  • Type: Book
  • -
  • Published: 2017-03-03
  • -
  • Publisher: MIT Press

Narrative strategies for vast fictional worlds across a variety of media, from World of Warcraft to The Wire. The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives—featuring an ongoing and intricately developed storyline, many characters, and multiple settings—did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of vast narrative across a variety of m...

Thin Times and Thin Places
  • Language: en
  • Pages: 470

Thin Times and Thin Places

  • Type: Book
  • -
  • Published: 2012-10-22
  • -
  • Publisher: Unknown

Short stories by Pat Harrigan:Eleven by its Silver SoundsThree Coins in the FountainThe Thermos BottleWormsFabricationsSimple KindnessSpectacular Adventure with Web Hunter and Donna Matrix!Somnus

Second Person
  • Language: en
  • Pages: 428

Second Person

  • Type: Book
  • -
  • Published: 2010-01-22
  • -
  • Publisher: MIT Press

Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." 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, massivel...

First Person
  • Language: en
  • Pages: 360

First Person

  • Type: Book
  • -
  • Published: 2004
  • -
  • Publisher: MIT Press

The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.

Zones of Control
  • Language: en
  • Pages: 845

Zones of Control

  • Type: Book
  • -
  • Published: 2016-04-15
  • -
  • Publisher: MIT Press

Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or ...

Lost Clusters
  • Language: en
  • Pages: 460

Lost Clusters

Seamus Mackey's best friend has vanished, and Seamus wants to know why. Lowlives, barflies, corporate executives, drug dealers, cops... Somebody knows what happened to Rob Pitzer, and Seamus will risk his life, and anyone else's, to find out.

Transmedia Storytelling and the Apocalypse
  • Language: en
  • Pages: 220

Transmedia Storytelling and the Apocalypse

  • Type: Book
  • -
  • Published: 2018-08-21
  • -
  • Publisher: Springer

This book confronts the question of why our culture is so fascinated by the apocalypse. It ultimately argues that while many see the post-apocalyptic genre as reflective of contemporary fears, it has actually co-evolved with the transformations in our mediascape to become a perfect vehicle for transmedia storytelling. The post-apocalyptic offers audiences a portal to a fantasy world that is at once strange and familiar, offers a high degree of internal consistency and completeness, and allows for a diversity of stories by different creative teams in the same story world. With case studies of franchises such as The Walking Dead and The Terminator, Transmedia Storytelling and the Apocalypse offers analyses of how shifts in media industries and reception cultures have promoted a new kind of open, world-building narrative across film, television, video games, and print. For transmedia scholars and fans of the genre, this book shows how the end of the world is really just the beginning...

New Narratives
  • Language: en
  • Pages: 296

New Narratives

Just as the explosive growth of digital media has led to ever-expanding narrative possibilities and practices, so these new electronic modes of storytelling have, in their own turn, demanded a rapid and radical rethinking of narrative theory. This timely volume takes up the challenge, deeply and broadly considering the relationship between digital technology and narrative theory in the face of the changing landscape of computer-mediated communication. New Narratives reflects the diversity of its subject by bringing together some of the foremost practitioners and theorists of digital narratives. It extends the range of digital subgenres examined by narrative theorists to include forms that ha...

Ctrl-Alt-Play
  • Language: en
  • Pages: 227

Ctrl-Alt-Play

  • Type: Book
  • -
  • Published: 2013-02-07
  • -
  • Publisher: McFarland

The word "control" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games--including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins--consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.