The aim of this article is to contribute with knowledge of how games are regarded as stories. Based on a discourse analysis of game reviews from the years 1999, 2009 and 2019 in a specialized computer games magazine, Svenska PCGamer, the article distinguishes between four discourses on games. These focus on, respectively, visual design, intrigue and interactivity, text analysis and the experience of gaming. The analysis shows that, in the period, the discourses shift to regarding games increasingly as an aesthetic experience akin to reading fiction and watching films. However, specific aspects, such as interactivity and genre, distinguish the phenomenon of gaming from other mediations of fiction. The article presents these findings and disc...
One of the most rewarding, and challenging aspects of analysing and understanding digital games is t...
AbstractSvanvik, Robin (2013). Läs: spela! En jämförande studie av elevers uppfattningar om datorspe...
Video games have broken their niche appeal, becoming a mainstream medium on par with literature and ...
The aim of this article is to contribute with knowledge of how games are regarded as stories. Based ...
Computer and videogames has increased rapidly over the past few decades and today a majority of the ...
This essay is about the use of narrative in video games, and the discussion surrounding it. For year...
This essay examines the narrative aspect of interactive fiction. The study uses Janet H. Murrays ana...
This master thesis examines commercial video games and their relation to the concept of immersion an...
This paper analyses sequences from the games Hellblade: Senuas sacrifice and What remains of Edith F...
The aim of this paper is to contribute with knowledge about games as fictional literature in relatio...
I kandidatarbetet granskar vi hur berättande i digitala spel kan ske genom enbart visuella medel, va...
In modern society the mere reading of a text is not enough, instead human strive for literacy, a dee...
This is a paper concerning storytelling in video games. It’s based on the assumption that power give...
This essay examines how three big Swedish newspapers depicts e-sports and computer gaming and how th...
Uppsatsen försöker kartlägga hur och om datorspel kan användas i samma syfte som skönlitteratur i de...
One of the most rewarding, and challenging aspects of analysing and understanding digital games is t...
AbstractSvanvik, Robin (2013). Läs: spela! En jämförande studie av elevers uppfattningar om datorspe...
Video games have broken their niche appeal, becoming a mainstream medium on par with literature and ...
The aim of this article is to contribute with knowledge of how games are regarded as stories. Based ...
Computer and videogames has increased rapidly over the past few decades and today a majority of the ...
This essay is about the use of narrative in video games, and the discussion surrounding it. For year...
This essay examines the narrative aspect of interactive fiction. The study uses Janet H. Murrays ana...
This master thesis examines commercial video games and their relation to the concept of immersion an...
This paper analyses sequences from the games Hellblade: Senuas sacrifice and What remains of Edith F...
The aim of this paper is to contribute with knowledge about games as fictional literature in relatio...
I kandidatarbetet granskar vi hur berättande i digitala spel kan ske genom enbart visuella medel, va...
In modern society the mere reading of a text is not enough, instead human strive for literacy, a dee...
This is a paper concerning storytelling in video games. It’s based on the assumption that power give...
This essay examines how three big Swedish newspapers depicts e-sports and computer gaming and how th...
Uppsatsen försöker kartlägga hur och om datorspel kan användas i samma syfte som skönlitteratur i de...
One of the most rewarding, and challenging aspects of analysing and understanding digital games is t...
AbstractSvanvik, Robin (2013). Läs: spela! En jämförande studie av elevers uppfattningar om datorspe...
Video games have broken their niche appeal, becoming a mainstream medium on par with literature and ...