Collaborative Worldbuilding for Writers and Gamers

The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.

Author: Trent Hergenrader

Publisher: Bloomsbury Publishing

ISBN: 9781350016682

Category: Language Arts & Disciplines

Page: 280

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The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Game of Thrones, and Dungeons & Dragons as models, this book guides readers through a step-by-step process of building sprawling fictional worlds complete with competing social forces that have complex histories and yet are always evolving. It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.

Can Creative Writing Really Be Taught

His current project is a book entitled Collaborative World Building for Writers and Gamers, published by Bloomsbury, due out in 2018. Petra Kuppers is a disability culture activist, a community performance artist, and a Professor at the ...

Author: Stephanie Vanderslice

Publisher: Bloomsbury Publishing

ISBN: 9781474285063

Category: Language Arts & Disciplines

Page: 256

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Revised and updated throughout, this 10th-anniversary edition of Can Creative Writing Really Be Taught? is a significantly expanded guide to key issues and practices in creative writing teaching today. Challenging the myths of creative writing teaching, experienced and up-and-coming teachers explore what works in the classroom and workshop and what does not. Now brought up-to-date with new issues that have emerged with the explosion of creative writing courses in higher education, the new edition includes: · Guides to and case studies of workshop practice · Discussions on grading and the myth of “the easy A” · Explorations of the relationship between reading and writing · A new chapter on creative writing research · A new chapter on games, fan-fiction and genre writing · New chapters on identity and activism

Creative Writing Innovations

List of Contributors 237 Derrick Harriell is the director of the Master of Fine Arts-Creative Writing Program and Assistant Professor ... He is currently writing a book titled Collaborative World Building for Writers and Gamers (2017).

Author: Michael Dean Clark

Publisher: Bloomsbury Publishing

ISBN: 9781474297196

Category: Language Arts & Disciplines

Page: 240

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When teachers experiment, students benefit. When students gain confidence to pursue their own literary experiments, creative writing can become a life-changing experience. With chapters written by experienced teachers and classroom innovators, Creative Writing Innovations builds on these principles to uncover the true potential of the creative writing classroom. Rooted in classroom experience, this book takes teaching beyond the traditional workshop model to explore topics such as multi-media genres, collaborative writing and field-based work, as well as issues of identity. Taken together, this is an essential guide for teachers of creative writing at all levels from the authors and editors of Creative Writing in the Digital Age.

Disciplinary Literacy Connections to Popular Culture in K 12 Settings

Collaborative Worldbuilding for Writers and Gamers . Bloomsbury . Heron - Hruby , A. , Hagood , M. C. , & Alvermann , D. E. ( 2008 ) . Switching places and looking to adolescents for the practices that shape school literacies .

Author: Haas, Leslie

Publisher: IGI Global

ISBN: 9781799847229

Category: Education

Page: 423

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Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular culture through a myriad of mediums for a variety of purposes. Utilizing popular culture to bridge literacy concepts across content areas in K-12 settings offers a level playing field across student groups and grade levels. As concepts around traditional literacy education evolve and become more culturally responsive, the connections between popular culture and disciplinary literacy must be explored. Disciplinary Literacy Connections to Popular Culture in K-12 Settings is an essential publication that explores a conceptual framework around pedagogical connections to popular culture. While highlighting a broad range of topics including academic creativity, interdisciplinary storytelling, and skill development, this book is ideally designed for educators, curriculum developers, instructional designers, administrative officials, policymakers, researchers, academicians, and students.

Imaginative Teaching through Creative Writing

He is the author of Collaborative Worldbuilding for Writers and Gamers, coeditor of Creative Writing in the Digital Age and Creative Writing Innovations (Bloomsbury), and editor-in-chief of the peer-reviewed, open-access Journal of ...

Author: Amy Ash

Publisher: Bloomsbury Publishing

ISBN: 9781350152694

Category: Language Arts & Disciplines

Page: 280

View: 261

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Growing out of recent pedagogical developments in creative writing studies and perceived barriers to teaching the subject in secondary education schools, this book creates conversations between secondary and post-secondary teachers aimed at introducing and improving creative writing instruction in teaching curricula for young people. Challenging assumptions and lore regarding the teaching of creative writing, this book examines new and engaging techniques for infusing creative writing into all types of language arts instruction, offering inclusive and pedagogically sound alternatives that consider the needs of a diverse range of students. With careful attention given to creative writing within current standards-based educational systems, Imaginative Teaching Through Creative Writing confronts and offers solutions to the perceived difficulty of teaching the subject in such environments. Divided into two sections, section one sees post-secondary instructors address pedagogical techniques and concerns such as workshop, revision, and assessment before section two explores hands-on activities and practical approaches to instruction. Focusing on an invaluable and underrepresented area of creative writing studies, this book begins a much-needed conversation about the future of creative writing instruction at all levels and the benefits of collaboration across the secondary/post-secondary divide.

Todd Howard

Worldbuilding in Tamriel and Beyond Wendi Sierra. GridIron! ... Collaborative Worldbuilding for Writers and Gamers. ... Indigo Gaming. “Ted Peterson Interview | Designer & Writer on Arena, Daggerfall, Morrowind & Oblivion.

Author: Wendi Sierra

Publisher: Bloomsbury Publishing USA

ISBN: 9781501350979

Category: Biography & Autobiography

Page: 176

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The newest addition to our Influential Video Game Designers series explores the work of Todd Howard, executive producer at Bethesda Studios, known for how he consistently pushes the boundaries of open-world gaming and player agency. Howard's games create worlds in which players can design their own characters and tell their own stories. While many games tell the story of the game's main character, Todd Howard's worldbuilding approach to game design focuses more on telling the story of the game's world, whether it be the high fantasy environments of the Elder Scrolls series or the post-apocalyptic wasteland of the Fallout series. This focus on sculpting the world allows for remarkable amounts of player freedom and choice in an expansive game environment by creating a landscape rich with open opportunity. Drawing on both academic discussions of narrative, world design, and game design, as well as on officially released interviews, speeches, and presentations given by Howard and other designers at Bethesda Games, Wendi Sierra highlights three core areas set Howard's design perspective apart from other designers: micronarratives, iterative design, and the sharing of design tools. Taken as a whole, these three elements demonstrate how Howard has used a worldbuilding perspective to shape his games. In doing so, he has impacted not only Bethesda Studios, but also the landscape of game design itself.

Exploding the Castle

Creative writing in the digital age: Theory, practice, and pedagogy. London, England: Bloomberg. ... Creative writing innovations: Breaking boundaries in the classroom. ... Collaborative worldbuilding for writers and gamers.

Author: Michael F. Young

Publisher: IAP

ISBN: 9781681239378

Category: Education

Page: 287

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Lacking a digital crystal ball, we cannot predict the future of education or the precise instructional role games will have going forward. Yet we can safely say that games will play some role in the future of K?12 and higher education, and members of the games community will have to choose between being passive observers or active, progressive contributors to the complex and often political process of weaving together pedagogy, technology, and culture. This will involve agreeing that games—or, more specifically, game mechanics and the engagement in joyful learning that they engender—are not only critical for shaping online and classroom instruction but also the evolution of schooling as a whole. Likewise, it will involve a hard push beyond questions like “Are video games ‘good’ or ‘bad’ for education?” and “Are games ‘better’ for all students than traditional face?to?face teaching” to unpack how game experiences vary with individual learner goals as an interaction with the parameters of an educational environment. Simply put, we need to form a cohesive, compelling argument in support of the notion that games are entire learning ecologies in and of themselves. This edited volume is designed to anchor collective thinking with respect to the value?added nature of games for learning and the complexities involved in player experience, narrative context, and environmental?player interactions. As could be expected, we are not interested in debates about “gamification,” game violence, individual game quality, and other topics that have become standard fare in extant games literature. Instead, we seek to emphasize issues of scalability, the induction of player goal adoption, affordances of game?based instructional environments, relationships between play and transfer, and the value of games as part of an ecopsychological worldview. As long?time contributors in a field that has made a habit of playing it safe—pun intended—we seek to bring the dialogue in a more nuanced and meaningful direction that will reach teachers, researchers, designers, and players alike.

Rebuilding Story Worlds

Or as a recent handbook states, reinforcing the structural dissociation of world building and storytelling: Collaborative Worldbuilding for Writers and Gamers shows how writers can co-create vast worlds for use as common settings for ...

Author: Jan Baetens

Publisher: Rutgers University Press

ISBN: 9781978808492

Category: Literary Criticism

Page: 215

View: 153

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A collaboration between Belgian artist François Schuiten and French writer Benoît Peeters, The Obscure Cities is one of the few comics series to achieve massive popularity while remaining highly experimental in form and content. Set in a parallel world, full of architecturally distinctive city-states, The Obscure Cities also represents one of the most impressive pieces of world-building in any form of literature. Rebuilding Story Worlds offers the first full-length study of this seminal series, exploring both the artistic traditions from which it emerges and the innovative ways it plays with genre, gender, and urban space. Comics scholar Jan Baetens examines how Schuiten’s work as an architectural designer informs the series’ concerns with the preservation of historic buildings. He also includes an original interview with Peeters, which reveals how poststructuralist critical theory influenced their construction of a rhizomatic fictional world, one which has made space for fan contributions through the Alta Plana website. Synthesizing cutting-edge approaches from both literary and visual studies, Rebuilding Story Worlds will give readers a new appreciation for both the aesthetic ingenuity of The Obscure Cities and its nuanced conception of politics.

Being Dragonborn

Collaborative Worldbuilding for Writers and Gamers. Bloomsbury Publishing, 2018. Jenkins, Henry. “Game Design as Narrative Architecture.” First Person: New Media as Story, Performance, and Game, edited by Noah Wardrip-Fruin and Pat ...

Author: Mike Piero

Publisher: McFarland

ISBN: 9781476643564

Category: Games & Activities

Page: 236

View: 137

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The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.

15th International Conference on Soft Computing Models in Industrial and Environmental Applications SOCO 2020

Hergenrader, T.: Dense worlds, deep characters: role-playing games, world building, and creative writing. In: Proceedings for the Games, Learning and Society 10.0 ... Hergenrader, T.: Collaborative Worldbuilding for Writers and Gamers.

Author: Álvaro Herrero

Publisher: Springer Nature

ISBN: 9783030578022

Category: Technology & Engineering

Page: 876

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This book contains accepted papers presented at SOCO 2020 conference held in the beautiful and historic city of Burgos (Spain), in September 2020. Soft computing represents a collection or set of computational techniques in machine learning, computer science and some engineering disciplines, which investigate, simulate, and analyze very complex issues and phenomena. After a through peer-review process, the SOCO 2020 International Program Committee selected 83 papers which are published in these conference proceedings and represents an acceptance rate of 35%. Due to the COVID-19 outbreak, the SOCO 2020 edition was blended, combining on-site and on-line participation. In this relevant edition a special emphasis was put on the organization of special sessions. Eleven special session were organized related to relevant topics such as: Soft Computing Applications in Precision Agriculture, Manufacturing and Management Systems, Management of Industrial and Environmental Enterprises, Logistics and Transportation Systems, Robotics and Autonomous Vehicles, Computer Vision, Laser-Based Sensing and Measurement and other topics such as Forecasting Industrial Time Series, IoT, Big Data and Cyber Physical Systems, Non-linear Dynamical Systems and Fluid Dynamics, Modeling and Control systems The selection of papers was extremely rigorous in order to maintain the high quality of SOCO conference editions and we would like to thank the members of the Program Committees for their hard work in the reviewing process. This is a crucial process to the creation of a high standard conference and the SOCO conference would not exist without their help.

Once Upon a Pixel

Storytelling and Worldbuilding in Video Games Eddie Paterson, Timothy Simpson-Williams, Will Cordner ... All video games are immensely collaborative, and video game development is an immensely collaborative process across so many ...

Author: Eddie Paterson

Publisher: CRC Press

ISBN: 9781351014250

Category: Computers

Page: 178

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Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming’s most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.

Tabletop Role Playing Games and the Experience of Imagined Worlds

René Reinhold Schallegger has rightly situated the birth of gaming in the “collapse of traditional dichotomies in ... of Midwestern Americans developed a game organized around the collaborative generation of fantastic oral narratives ...

Author: Nicholas J. Mizer

Publisher: Springer Nature

ISBN: 9783030291273

Category: Social Science

Page: 174

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In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.

School Library Journal

The Gaming Life BY KELLY CZARNECKI Shared Worlds Where creative writing , art , and game design come together houts of ... No , they were students they wrote short stories and novel excerpts set in those in a World Building class called ...

Author:

Publisher:

ISBN: PSU:000055240000

Category: Children's libraries

Page:

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Semiotics and the Philosophy of Language

"Eco wittily and enchantingly develops themes often touched on in his previous works, but he delves deeper into their complex nature... this collection can be read with pleasure by those unversed in semiotic theory." —Times Literary ...

Author: Umberto Eco

Publisher: Indiana University Press

ISBN: 0253203988

Category: Literary Criticism

Page: 242

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"Eco wittily and enchantingly develops themes often touched on in his previous works, but he delves deeper into their complex nature... this collection can be read with pleasure by those unversed in semiotic theory." —Times Literary Supplement

Picturing History at the Ottoman Court

Traces the simultaneous crafting of political power, the codification of a historical record, and the unfolding of cultural change

Author: Emine Fetvacı

Publisher: Indiana University Press

ISBN: 9780253006783

Category: Art

Page: 316

View: 956

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Circulation, audience, and the creation of a shared court culture Making books at the Ottoman court Sokollu Mehmed Pasha and the illustrated Ottoman histories Chief Black Eunuch Mehmed Agha: negotiating the sultanic image In the image of a military ruler A Venetian Ottomanized: Chief White Eunuch Gazanfer Agha and his artistic patronage.