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001 ocn890146507
003 OCoLC
005 20240726104718.0
008 140908t20142014iaua ob s001 0 eng d
040 _aNT
_beng
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066 _cZsym
020 _a9781609382988
_q((electronic)l(electronic)ctronic)
050 0 4 _aGV1469
_b.W438 2014
049 _aMAIN
100 1 _aSalter, Anastasia,
_d1984-
_e1
245 1 0 _aWhat is your quest? :
_bfrom adventure games to interactive books /
_cAnastasia Salter.
260 _aIowa City :
_bUniversity of Iowa Press,
_c(c)2014.
300 _a1 online resource (200 pages) :
_billustrations
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _adata file
_2rda
520 0 _aWhat Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them"--publisher's description.
504 _a2
505 0 0 _aReimagining books --
_tEarly digital narratives --
_tAdventure games --
_tKing's quests --
_tEpitaph for a genre? --
_tFan games --
_tPersonal adventures --
_tKickstarting a genre --
_tThe iPad and the eBook --
_tMagical books.
530 _a2
_ub
650 0 _aVideo games
_xSocial aspects.
650 0 _aComputer games
_xSocial aspects.
650 0 _aInteractive multimedia
_xSocial aspects.
650 0 _aStorytelling.
655 1 _aElectronic Books.
856 4 0 _zClick to access digital title | log in using your CIU ID number and my.ciu.edu password.
_uhttpss://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=839219&site=eds-live&custid=s3260518
942 _cOB
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_m2014
_QOL
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_2LOC
994 _a92
_bNT
999 _c75780
_d75780
902 _a1
_bCynthia Snell
_c1
_dCynthia Snell