Interactive Novel
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Author | : Michael Neal |
Publisher | : iUniverse |
Total Pages | : 348 |
Release | : 2003-01-14 |
Genre | : Authorship |
ISBN | : 0595261566 |
With headlines full of scandals involving CEOs and billion dollar deals, names such as Enron, WorldCom, and Qwest echo through Wall Street where investors are more than a little skittish. So what happens on the other side of the business world-the world of startup companies and entrepreneurs? Computer scientist and author Michael Neal provides a glimpse into this world as two young entrepreneurs navigate their way through the complex maze of venture capitalists and professional managers.
Author | : Pierre Lacombe |
Publisher | : CRC Press |
Total Pages | : 346 |
Release | : 2019-12-06 |
Genre | : Computers |
ISBN | : 1000735451 |
Video games have become the world's largest leading cultural product. Though disputed in the past, the narrative qualities of video games have finally secured distinction in the realm of art. This is especially true for interactive games. Writing an Interactive Story will help the reader in navigating the creation process of interactive scripts, in addition to discovering behind the scenes narrative choices of renowned games, and will help you to harness your inner creativity. Guided by master interactive scriptwriters, the text presents its content in the form of a unique writing workshop. With interactive game writing, the player becomes the star of the work. Thanks to this method of storytelling, the morals of the game become resonant. This is because the weight of the narrative’s choices and consequences rest fully upon the player. It's the ultimate narrative. Whether you are a video game enthusiast, student, or professional, discover how to create a more immersive personalized experience than ever before and give your players the opportunity to write their own destiny through their choices. The methods, strategies, and secrets of this new art await you. Features exclusive interviews with: David Cage – BAFTA Award for Best Story – Heavy Rain Jean-Luc Cano - BAFTA Award for Best Story – Life Is Strange Joe Penny, David Bowman – Telltale’s The Wolf Among Us, The Walking Dead Benjamin Diebling – Beyond Two Souls, Detroit: Become Human Erwan Le Breton – Ubisoft Thomas Veauclin– The Council Fibre Tigre – Out There
Author | : Jacqueline Reid-Walsh |
Publisher | : Routledge |
Total Pages | : 393 |
Release | : 2017-09-27 |
Genre | : Literary Criticism |
ISBN | : 113509814X |
Movable books are an innovative area of children’s publishing. Commonly equated with spectacular pop-ups, movable books have a little-known history as interactive, narrative media. Since they are hybrid artifacts consisting of words, images and movable components, they cross the borders between story, toy, and game. Interactive Books is a historical and comparative study of early movable books in relation to the children who engage with them. Jacqueline Reid-Walsh focuses on the period movable books became connected with children from the mid-17th to the early-19th centuries. In particular, she examines turn-up books, paper doll books, and related hybrid experiments like toy theaters and paignion (or domestic play set) produced between 1650 and 1830. Despite being popular in their own time, these artifacts are little known today. This study draws attention to a gap in our knowledge of children’s print culture by showing how these artifacts are important in their own right. Reid-Walsh combines archival research with children’s literature studies, book history, and juvenilia studies. By examining commercially produced and homemade examples, she explores the interrelations among children, interactive media, and historical participatory culture. By drawing on both Enlightenment thinkers and contemporary digital media theorists Interactive Books enables us to think critically about children’s media texts paper and digital, past and present.
Author | : Mark Kretzschmar |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 273 |
Release | : 2023-06-15 |
Genre | : Games & Activities |
ISBN | : 1501368621 |
Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to sexuality. The History and Allure of Interactive Visual Novels begins with a comprehensive overview of the visual novel genre and the cultural evolution that led to its rise, then explains the tropes and appeal of subgenres like bishojo (cute girl games), detective games, horror, and eroge (erotic games). Finally, the book explores the future of the genre in both user-generated games and games from other genres that liberally borrow both narrative and ludological themes from visual novels. Whether you're a long-standing fan of the genre or a newcomer looking for a fresh experience, The History and Allure of Interactive Visual Novels will provide an accessible and critically engaging overview of a genre that is rich in storytelling yet often overlooked.
Author | : Paul Williams |
Publisher | : Bloomsbury Publishing |
Total Pages | : 254 |
Release | : 2019-12-24 |
Genre | : Language Arts & Disciplines |
ISBN | : 1350309206 |
This concise yet comprehensive study explores innovative practice in the novel and, from the perspective of creative writing, the astonishing resilience of the novel form. It offers a practical guide to the many possibilities available to the writer of the novel, with each chapter offering exercises to encourage innovation and to expand the creative writer's narrative skills. Beginning with early iterations of the novel in the 17th century, this book follows the evocation of innovation in the novel through Realism, Modernism, Postmodernism and into today's dizzying array of digital and interactive possibilities. While guiding the reader through the possibilities available (in both genre and literary fiction), this book encourages both aspiring and established writers to produce novels with imagination, playfulness and gravitas. Dynamic and interactive, this text is distinctive in offering a grounding in the literary history of the novel, while also equipping readers to write in the form themselves. It is an essential resource for any student of creative writing, or anyone with an interest in writing their own novel.
Author | : Dani Cavallaro |
Publisher | : McFarland |
Total Pages | : 269 |
Release | : 2014-10-16 |
Genre | : Performing Arts |
ISBN | : 0786458186 |
This book describes the thematic and structural traits of a recent and popular development within the realm of anime: series adapted from visual novels. Visual novels are interactive fiction games in which players creatively control decisions and plot turning points. Endings alter according to the player's choices, providing a motivation to replay the game and opt for alternative decisions each time. Pictorial sumptuousness, plot depth and subtle characterization are vital aspects of the medium. Anime based on visual novels capitalizes on the parent games' attributes, yielding thought-provoking yarns and complex personalities.
Author | : |
Publisher | : Springer Nature |
Total Pages | : 738 |
Release | : |
Genre | : |
ISBN | : 3031733444 |
Author | : Josiah Lebowitz |
Publisher | : Taylor & Francis |
Total Pages | : 333 |
Release | : 2012-09-10 |
Genre | : Computers |
ISBN | : 113612733X |
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:
Author | : Julie A. Jacko |
Publisher | : Springer Science & Business Media |
Total Pages | : 923 |
Release | : 2009-07-14 |
Genre | : Computers |
ISBN | : 3642025773 |
The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human–Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,397 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in the knowledge and effective use of computers in a variety of application areas.
Author | : Masaaki Kurosu |
Publisher | : Springer |
Total Pages | : 610 |
Release | : 2016-07-04 |
Genre | : Computers |
ISBN | : 3319395130 |
The 3-volume set LNCS 9731, 9732, and 9733 constitutes the refereed proceedings of the 18th International Conference on Human-Computer Interaction, HCII 2016, held in Toronto, ON, Canada, in July 2016. The total of 1287 papers and 186 posters presented at the HCII 2016 conferences and were carefully reviewed and selected from 4354 submissions. The papers thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The volumes constituting the full 27-volume set of the conference proceedings.