000 | 03644cam a2200397Ii 4500 | ||
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001 | ocn890146507 | ||
003 | OCoLC | ||
005 | 20240726104718.0 | ||
008 | 140908t20142014iaua ob s001 0 eng d | ||
040 |
_aNT _beng _erda _epn _cNT _dP@U _dE7B _dYDXCP _dCUS _dOCLCQ _dOCLCF _dEBLCP _dDEBSZ _dOCLCO _dOCLCQ _dBAL _dMERUC _dOCLCA _dUAB _dJSTOR |
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066 | _cZsym | ||
020 |
_a9781609382988 _q((electronic)l(electronic)ctronic) |
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050 | 0 | 4 |
_aGV1469 _b.W438 2014 |
049 | _aMAIN | ||
100 | 1 |
_aSalter, Anastasia, _d1984- _e1 |
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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. |
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300 |
_a1 online resource (200 pages) : _billustrations |
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336 |
_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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_adata file _2rda |
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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. |
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_a2 _ub |
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650 | 0 |
_aVideo games _xSocial aspects. |
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650 | 0 |
_aComputer games _xSocial aspects. |
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650 | 0 |
_aInteractive multimedia _xSocial aspects. |
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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 |
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_cOB _D _eEB _hGV.. _m2014 _QOL _R _x _8NFIC _2LOC |
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994 |
_a92 _bNT |
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_c75780 _d75780 |
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902 |
_a1 _bCynthia Snell _c1 _dCynthia Snell |