This essay engages fans of the PlayStation 4 video game Bloodborne (FromSoftware, 2015), focusing on the ways in which fans of the game craft its abstract lore into new threads of narrative via online texts and videos, and a related controversy pertaining to the originality and authorship of those media texts that fans share as records of their lore hunts
Drawing on the disciplines of library and information studies and archival studies, this study seeks...
The ways that fans of popular media engage with their preferred texts are changing and expanding rap...
In this project, I conduct rhetorical analyses of three franchises of Japanese Role-Playing Games (J...
This thesis discusses Bloodborne's narrative and its ability to make players invested in its narrati...
Directed by Hidetaka Miyazaki, From Software s multi-award winning 2015 action role-playing game Blo...
In this article, we argue that fannish histories should not be dismissed as mere nostalgia over past...
Historical activity around persistent online game environments such as EVE Online and EverQuest is s...
Many video games have elaborate plots and storylines with intricate world-building and lore for the ...
Folklore is concerned with the presence or absence of lore and how it demonstrates the boundaries an...
The role of online community is central to the process of understanding game narratives. Given a ten...
The purpose of this study was to examine the narrative dimensions of Dark Souls, a role playing vide...
Video game fans participate in the official promotion of video games, either voluntarily, or unwilli...
FromSoftware, a Japanese game developer, displays perhaps their most gothic inspired creation in Blo...
Online worlds have become a fundamental element of the virtual landscape. The development of MMORPGs...
This paper explores the world of social media as a tool for interactive narrative in video games. Fr...
Drawing on the disciplines of library and information studies and archival studies, this study seeks...
The ways that fans of popular media engage with their preferred texts are changing and expanding rap...
In this project, I conduct rhetorical analyses of three franchises of Japanese Role-Playing Games (J...
This thesis discusses Bloodborne's narrative and its ability to make players invested in its narrati...
Directed by Hidetaka Miyazaki, From Software s multi-award winning 2015 action role-playing game Blo...
In this article, we argue that fannish histories should not be dismissed as mere nostalgia over past...
Historical activity around persistent online game environments such as EVE Online and EverQuest is s...
Many video games have elaborate plots and storylines with intricate world-building and lore for the ...
Folklore is concerned with the presence or absence of lore and how it demonstrates the boundaries an...
The role of online community is central to the process of understanding game narratives. Given a ten...
The purpose of this study was to examine the narrative dimensions of Dark Souls, a role playing vide...
Video game fans participate in the official promotion of video games, either voluntarily, or unwilli...
FromSoftware, a Japanese game developer, displays perhaps their most gothic inspired creation in Blo...
Online worlds have become a fundamental element of the virtual landscape. The development of MMORPGs...
This paper explores the world of social media as a tool for interactive narrative in video games. Fr...
Drawing on the disciplines of library and information studies and archival studies, this study seeks...
The ways that fans of popular media engage with their preferred texts are changing and expanding rap...
In this project, I conduct rhetorical analyses of three franchises of Japanese Role-Playing Games (J...