Science Fiction Video Games

More specifically, it deals with games that are part of the science fiction genre (often known simply as sf), rather than being set in ... The initial chapters discuss game design and the history of science-fictional video games.

Author: Neal Roger Tringham

Publisher: CRC Press

ISBN: 9781482203882

Category: Computers

Page: 540

View: 946


Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).

The Games of Fiction

The rules of this autobiographical game between author and reader are such that , as reader , one is obliged to play the ... story writer such as Jules Verne , with little or nothing to impede the reader's confidence in the fiction .

Author: David Gascoigne

Publisher: Peter Lang

ISBN: 303910697X

Category: Literary Criticism

Page: 336

View: 647


This book presents the first complete overview in English of the prose fiction of Georges Perec, recognised since his death in 1982 as one of the most influential and innovative French writers of his generation. In particular, it explores in depth the nature of the numerous, and often astonishing, games and ludic devices which he used to generate and develop his material and to draw his readers into a playful interaction with his texts. Moreover this study situates Perec's writings as the culmination of a significant tradition in twentieth-century French writing, that of ludic fiction, whose evolution is traced from Roussel to Ricardou and the Nouveau Roman and Oulipo movements. In so doing, it seeks to answer two important questions: why did ludic writing reach such particular prominence in the 1960s and 1970s? What made its appeal for Georges Perec so special that it came to shape his whole approach to writing, and led this orphan of war and holocaust to invest literary game-playing with such a profound personal and cultural importance?

The Feast of Fiction Kitchen Recipes Inspired by TV Movies Games Books

Since that first conversation nine years ago, we've celebrated over 300 Feast of Fiction videos. ... Together, we've seen so many movies, shows, and games that have come and gone: Game of Thrones, Minecraft, Breaking Bad, Mulan, ...

Author: Jimmy Wong

Publisher: The Countryman Press

ISBN: 9781682684412

Category: Cooking

Page: 192

View: 599


Recipes from Feast of Fiction, the innovative YouTube show featuring fantastical and fictional recipes inspired by books, movies, comics, video games, and more. Fans of Feast of Fiction have been clamoring for a cookbook since the channel debuted in 2011. Now it’s here! Just as they do on the small screen, hosts Jimmy Wong and Ashley Adams whip up their real-life interpretation of fictional dishes to pay homage in a genuine, geeky, and lively way. Jimmy brings a wealth of gamer and nerd cred to the table, and baker extraordinaire Ashley provides the culinary wisdom. The quirky duo offer an array of creative and simple recipes, featuring dishes inspired by favorites such as Star Trek and Adventure Time, as well as Butterbeer (Harry Potter), A Hobbit’s Second Breakfast, Mini “Dehydrated” Pizzas (Back to the Future), Sansa’s Lemon Cakes (Game of Thrones), and dishes from the niches of gaming, comics, and animation such as Fire Flakes (Avatar), Poke Puffs (Pokemon), and Heart Potions (The Legend of Zelda). With 55 unique and awesome dishes, this long-awaited cookbook will help inspire a pop culture dinner party, a fun night at home with family and friends, or an evening on the couch thinking about what you could be cooking!

Videogame Sciences and Arts

One of the questions of the present paper is how this preparedness to accept the fictional illusion of the game is affected if a game occurs ... In order to explore this argument, I will be looking at video games of a specific type.

Author: Nelson Zagalo

Publisher: Springer Nature

ISBN: 9783030379834

Category: Computers

Page: 277

View: 169


This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.

Fantasy and Science Fiction Medievalisms From Isaac Asimov to A Game of Thrones

He argues that unlike fiction, “where the story is predetermined and the reader is a passive observer,” such games allow participants to become “a central character of influence to the events that unfold in the realm of the imaginary.

Author: Helen Young

Publisher: Cambria Press

ISBN: 9781621967477

Category: Literary Criticism

Page: 240

View: 152


rom advertisements to amusement parks, themed restaurants, and Renaissance fairs twenty-first century popular culture is strewn with reimaginings of the Middle Ages. They are nowhere more prevalent, however, than in the films, television series, books, and video games of speculative genres: fantasy and science fiction. Peter Jackson's The Lord of the Rings and The Hobbit film trilogies and George R. R. Martin's multimedia Game of Thrones franchise are just two of the most widely known and successful fantasy conglomerates of recent decades. Medievalism has often been understood as a defining feature of fantasy, and as the antithesis of science fiction, but such constructs vastly underestimate the complexities of both genres and their interactions. "Medieval" has multiple meanings in fantasy and science fiction, which shift with genre convention, and which bring about their own changes as authors and audiences engage with what has gone before in the recent and deeper pasts. Earlier volumes have examined some of the ways in which contemporary popular culture re-imagines the Middle Ages, offering broad overviews, but none considers fantasy, science fiction, or the two together. The focused approach of this collection provides a directed pathway into the myriad medievalisms of modern popular culture. By engaging directly with genre(s), this book acknowledges that medievalist creative texts and practices do not occur in a vacuum, but are shaped by multiple cultural forces and concerns; medievalism is never just about the Middle Ages.

More than a game

The computer game as fictional form Barry Atkins. be) 'more than a game', it is still a fictional form. As a form of mass entertainment, like punk, rock and roll, and the novel before it, the computer game has been seen as offering some ...

Author: Barry Atkins

Publisher: Manchester University Press

ISBN: 9781847795588

Category: Literary Criticism

Page: 176

View: 733


This electronic version has been made available under a Creative Commons (BY-NC-ND) open access license. The first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling in an accessible, readable manner. Contains detailed discussion of narrative and realism in four of the most significant games of the last decade: 'Tomb Raider', 'Half-Life', 'Close Combat' and 'Sim City'. Recognises the excitement and pleasure that has made the computer game such a massive global phenomenon.

John Fowles s Fiction and the Poetics of Postmodernism

The structure of The Magus is characterized by selfconsciousness , complexity , mysteriousness and fictional games . The most striking feature of the novel's complexity is the sheer proliferation of texts : there are numerous stories ...

Author: Mahmoud Salami

Publisher: Associated University Presse

ISBN: 083863446X

Category: Literary Collections

Page: 312

View: 862


This book presents a deconstructive reading of the novels and short stories of John Fowles. As a contemporary novelist, Fowles began as a modernist self-consciously aware of the various narratological problems that he encountered throughout his writings. In his most recent novel, A Maggot, however, he assumes the role of the postmodernist who not only subverts the tradition of narratology, but also poses a series of problems concerning history and politics. Throughout this study, Mahmoud Salami attempts to locate Fowles's fiction in the context of modern critical theory and narrative poetics. He provides a lively analysis of the ways in which Fowles deliberately deployed realistic historical narrative in order to subvert them from within the very conventions they seek to transgress, and he examines these subversive techniques and the challenges they pose to the tradition of narratology. Salami presents, for instance, a critique of the self-conscious narrative of the diary form in The Collector, the intertextual relations of the multiplicity of voices, the problems of subjectivity, the reader's position, the politics of seduction, ideology, and history in The Magus and The French Lieutenant's Woman. The book also analyzes the ways in which Fowles uses and abuses the short-story genre, in which enigmas remain enigmatic and the author disappears to leave the characters free to construct their own texts. Salami centers, for example, on A Maggot, which embodies the postmodernist technique of dialogical narrative, the problem of narrativization of history, and the explicitly political critique of both past and present in terms of social and religious dissent. These political questions are also echoed in Fowles's nonfictional book The Aristos, in which he strongly rejects the totalization of narratives and the materialization of society. Indeed, Fowles emerges as a postmodernist novelist committed to the underprivileged, to social democracy, and to literary pluralism. This study clearly illustrates the fact that Fowles is a poststructuralist--let alone a postmodernist--in many ways: in his treatment of narratives, in mixing history with narrative fiction and philosophy, and in his appeal for freedom and for social and literary pluralism. It significantly contributes to a better understanding of Fowles's problematical narratives, which can only be properly understood if treated within the fields of modern critical theory, narratology, and the poetics of postmodernism.

Studying A S Byatt s Fiction Is Like a Game

Soraya Heis Rodríguez University of Granada In this essay I illustrate the main lines of research done on Byatt's fiction up to now and I argue how she develops in several of her fictional works the metaphor 'Life is a Game', ...


Publisher: Ediciones Universidad de Salamanca



Page: 19

View: 732


Desde un punto de vista cuantitativo, los estudios culturales ocupan sin duda un espacio menor. Sin embargo, los tres artículos aquí presentados dan cuenta de la variedad de perspectivas posibles dentro de este apartado. No solo abarcan estos estudios diferentes géneros literarios, sino que recorren diferentes épocas históricas, desde el renacimiento hasta nuestros días. Así, destaca la recepción de la obra de Shakespeare adaptada a los principios estéticos del siglo XVIII español, la aparición de un problema tan actual como la violencia doméstica en el teatro y el cine de mediados del siglo XX o la vinculación de posicionamientos contraculturales de la generación Beat en la música de Bod Dylan. Todos estos estudios exploran, pues, la relación entre las prácticas culturales, la vida diaria y los contextos históricos en los que se producen. Como suele ser habitual, gran parte de las contribuciones presentadas en este volumen se centran en el estudio del aprendizaje del inglés como segunda lengua, una de las principales preocupaciones del sistema educativo español en estos momentos, tanto en la etapa preuniversitaria como universitaria. Es lógico, por tanto, que estos jóvenes investigadores muestren interés por un asunto que atañe a un elevado número de estudiantes en la sociedad actual. Los estudios van desde el análisis de libros de texto utilizados en la enseñanza del inglés, para comprobar si estos textos adoptan correctamente las cuatro destrezas básicas (listening, speaking, speaking, writing) al aprendizaje de la lengua desde el punto de vista de una aproximación comunicativa, hasta la relación de la prosodia y la utilización de audífonos por parte de personas sordas o la percepción que tienen los estudiantes de la pronunciación del inglés. Como se ve, problemas muy cercanos a la realidad pedagógica. Las contribuciones literarias se centran exclusivamente en autores del siglo XX (incluida una adaptación al Londres actual de una obra de Shakespeare), pero recorren todos los géneros literarios, así como el cine. En general, estos estudios se fijan en obras concretas y las analizan desde perspectivas culturales, sociológicas o psicológicas. Podemos encontrar autores consagrados, como Theodore Roethke y Ted Hughes o escritoras más localistas, como la canadiense Jeannette Armstrong, y sobresalen miradas postmodernistas, tanto en el ámbito de la novela como del cine. En definitiva, se trata de una selección de artículos altamente prometedora, que supone un claro desafío al futuro de los Estudios Ingleses. Por todo ello, hay que felicitar a todos los participantes y, sobre todo, a los editores de este volumen, que han demostrado una enorme capacidad de trabajo y entusiasmo.

Information Dynamics in Virtual Worlds

Jesper Juul, on the other hand, sees games and virtual worlds in quite a different light. Juul discusses the tension between fiction and games, and criticizes too strong or strident a demarcation between one and the other (contesting, ...

Author: Woody Evans

Publisher: Elsevier

ISBN: 9781780632742

Category: Computers

Page: 216

View: 897


Presents a broad examination of the nature of virtual worlds and the potential they provide in managing and expressing information practices through that medium, grounding information professionals and students of new media in the fundamental elements of virtual worlds and online gaming. The book details the practical issues in finding and using information in virtual environments and presents a general theory of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute in their own environments, meeting the needs of this new generation of library user, and explores ways in which information literacy can be approached in virtual worlds. Final chapters examine how conventional information evaluation skills work falls short in virtual worlds online. Maps out areas of good practice and technique for information professionals and librarians serving in virtual communities Provides a clear foundation with appropriate theory for understanding information in virtual worlds Treats virtual worlds as ‘real environments’ and observes the behaviour of actors within them

Mimesis as Make Believe

A work depicts a particular actual object if in authorized games it is fictional that that object is what the viewer sees . Depicting an actual object is a species of representing . But not all representing by depictions is depicting ...

Author: Kendall L. Walton

Publisher: Harvard University Press

ISBN: 0674576039

Category: Philosophy

Page: 472

View: 459


Representations in visual arts and fiction play an important part in our lives and culture. Walton presents a theory of the nature of representation, which shows its many varieties and explains its importance. His analysis is illustrated with examples from film, art, literature and theatre.