As technology becomes more and more advanced, older concepts are reshaped for modern day tools and formats. Literature, specifically artistic, is one such concept, and traditional forms include poetry, prose, drama, and creative nonfiction, all written word on the page. One medium that is not typically considered literature, but is in the process of becoming more common, is that of video games. In this thesis I argue that videogames are a form of artistic literature, specifically a form of interactive story. While novels and films do provoke the mind’s creativity video games adds another level by having users physically interact with the story being told. Literary elements are aspects such as plot, theme, character, tone, action, conflict, ...
Since their popularization in the early 1980s, video games have often been overlooked in the realm o...
This thesis investigates the function of narrative in videogames, challenging views that games do no...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...
Game scholars have discussed both the ways in which video games structurally differ from literary fi...
Art has always had a symbiotic relationship with entertainment and video games as a new primarily in...
Videogame is a unique and, at the same time, widely diversified medium. In videogames, the typical e...
Videogame is a unique and, at the same time, widely diversified medium. The typical elements of oral...
Videogames are often overlooked in philosophical discussions of art. But as philosophy of art has ex...
This project analyzes and discusses the different types of narrative present throughout various form...
Includes bibliographical references and index.The new art of videogames -- What are videogames anywa...
The vast majority of videogames is consisting of fiction. One of the ways of approaching fiction is ...
As a videogame creator who has long thought of the games I make as akin to poems, I believe our voca...
More than forty years after the birth of the still new media video games and twenty years after the ...
Video games have broken their niche appeal, becoming a mainstream medium on par with literature and ...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
Since their popularization in the early 1980s, video games have often been overlooked in the realm o...
This thesis investigates the function of narrative in videogames, challenging views that games do no...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...
Game scholars have discussed both the ways in which video games structurally differ from literary fi...
Art has always had a symbiotic relationship with entertainment and video games as a new primarily in...
Videogame is a unique and, at the same time, widely diversified medium. In videogames, the typical e...
Videogame is a unique and, at the same time, widely diversified medium. The typical elements of oral...
Videogames are often overlooked in philosophical discussions of art. But as philosophy of art has ex...
This project analyzes and discusses the different types of narrative present throughout various form...
Includes bibliographical references and index.The new art of videogames -- What are videogames anywa...
The vast majority of videogames is consisting of fiction. One of the ways of approaching fiction is ...
As a videogame creator who has long thought of the games I make as akin to poems, I believe our voca...
More than forty years after the birth of the still new media video games and twenty years after the ...
Video games have broken their niche appeal, becoming a mainstream medium on par with literature and ...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
Since their popularization in the early 1980s, video games have often been overlooked in the realm o...
This thesis investigates the function of narrative in videogames, challenging views that games do no...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...