Proponents of the walking simulator genre laud it for itscomplex storytelling. As Gohardani (2017) explains, walking simulators are “about dropping the player into an experience packed with ... a compelling narrative” (para. 5). In order to more fully understand why this genre is so closely associated with storytelling and to provide insight into the underlying psychology of genre in video games, this article linguistically evaluates the narratives of walking simulators. It uses integrative complexity, a linguistic variable with an established research history, to compare the complexity of the writing in walking simulators to the writing in five mainstream video game genres (RPGs, shooters, action/adventure games, fighting games, and strate...
Past research on video game effects was often limited to explaining effects of game content and mode...
The term ‘immersion’ is used frequently by professional video game developers (in both the entertain...
This article argues that—due to their lack of conformity to key characteristics of dominant videogam...
This article examines walking simulators through the lens of video game genre study. Following Arsen...
This thesis sets out to define the genre of Walking Simulators within a domain located between video...
If there is one failure that is common in the study of media; it is the time it takes to actually pu...
Video games have grown into a major industry, ranging across a variety of genres that appeal to many...
When Dear Esther (The Chinese Room, 2012) was released in 2012 as a standalone game, the new “walkin...
The implementation of interactive narrative in video games has been a challenge for game designers s...
Narrative games such as The Walking Dead, Gone Home, Dear Esther and The Stanley Parable are difficu...
The goal of this paper is to see how mental and language representations are unique from a video-gam...
"Game Fiction" provides a framework for understanding the relationship between narrative and compute...
This essay provides an overview of the different types of study that can be conducted when consideri...
This paper looks at how the walking simulatorand artgame categories intersect, before comparatively ...
In educational research, it is a widely accepted belief that meaningfulness benefits learning. Accor...
Past research on video game effects was often limited to explaining effects of game content and mode...
The term ‘immersion’ is used frequently by professional video game developers (in both the entertain...
This article argues that—due to their lack of conformity to key characteristics of dominant videogam...
This article examines walking simulators through the lens of video game genre study. Following Arsen...
This thesis sets out to define the genre of Walking Simulators within a domain located between video...
If there is one failure that is common in the study of media; it is the time it takes to actually pu...
Video games have grown into a major industry, ranging across a variety of genres that appeal to many...
When Dear Esther (The Chinese Room, 2012) was released in 2012 as a standalone game, the new “walkin...
The implementation of interactive narrative in video games has been a challenge for game designers s...
Narrative games such as The Walking Dead, Gone Home, Dear Esther and The Stanley Parable are difficu...
The goal of this paper is to see how mental and language representations are unique from a video-gam...
"Game Fiction" provides a framework for understanding the relationship between narrative and compute...
This essay provides an overview of the different types of study that can be conducted when consideri...
This paper looks at how the walking simulatorand artgame categories intersect, before comparatively ...
In educational research, it is a widely accepted belief that meaningfulness benefits learning. Accor...
Past research on video game effects was often limited to explaining effects of game content and mode...
The term ‘immersion’ is used frequently by professional video game developers (in both the entertain...
This article argues that—due to their lack of conformity to key characteristics of dominant videogam...