Modern tabletop (analog) games are riding a wave of popularity being a part of "resisting the digital” trend. First of all, imaginary worlds of media franchises become represented in tabletop games with their specific ways of creating interactive narrative and gaming algorithms. Secondly, tabletop games address complicated issues and concepts of today's world. The authors aim to examine specific ways of representing violence in tabletop games, with plots already employed by pieces of different types of media. The authors believe that the hybrid nature of modern tabletop (analog) games involves a hybrid methodology, including phenomenology, hermeneutics, procedural rhetoric, the ideas of R.Kayua, M.Wolf, L.Manovich. The concept of violence i...
Video games that incorporate other games in their game-world create interlacing fictional levels. Th...
How do games express meaning and participate in societal development? A significant contribution to ...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
Modern tabletop (analog) games are riding a wave of popularity being a part of "resisting the digita...
My research examines the interplay of subjectivity, ideology, and tabletop games in order to conside...
Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the ...
Videogames undoubtedly contain a great deal of apparent violence and aggression. This depictive cont...
Narrative-centric analog games1have emerged from a hybridization of genres: They borrow conventions ...
In "Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today", Marco Arn...
What a videogame is about is not easy to say. While existing theoretical approaches can help us unde...
Marco Arnaudo in "Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Tod...
Nowadays game studies are in the foreground of cultural and communication debates. Even if video gam...
This paper highlights and discusses the function of several tropes and artefacts found within contem...
Theoretical thesis.Bibliography: pages 77-89.Introduction -- Murder -- Masochism -- Conclusion.Viole...
Videogame is a unique and, at the same time, widely diversified medium. In videogames, the typical e...
Video games that incorporate other games in their game-world create interlacing fictional levels. Th...
How do games express meaning and participate in societal development? A significant contribution to ...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
Modern tabletop (analog) games are riding a wave of popularity being a part of "resisting the digita...
My research examines the interplay of subjectivity, ideology, and tabletop games in order to conside...
Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the ...
Videogames undoubtedly contain a great deal of apparent violence and aggression. This depictive cont...
Narrative-centric analog games1have emerged from a hybridization of genres: They borrow conventions ...
In "Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today", Marco Arn...
What a videogame is about is not easy to say. While existing theoretical approaches can help us unde...
Marco Arnaudo in "Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Tod...
Nowadays game studies are in the foreground of cultural and communication debates. Even if video gam...
This paper highlights and discusses the function of several tropes and artefacts found within contem...
Theoretical thesis.Bibliography: pages 77-89.Introduction -- Murder -- Masochism -- Conclusion.Viole...
Videogame is a unique and, at the same time, widely diversified medium. In videogames, the typical e...
Video games that incorporate other games in their game-world create interlacing fictional levels. Th...
How do games express meaning and participate in societal development? A significant contribution to ...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...