Video games and storytelling : reading games and playing books /
Mukherjee, Souvik,author.
The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.
Description based upon print version of record.
Includes bibliographical references and index.
1. Introduction: Videogames and Storytelling -- PART I: -- 2. Machinic Stories: The Literature Machine, Technicity and the Computer Game -- 3. (W)Reading the Machinic Game-Narrative -- PART II: -- 4. Reading Games and Playing Books: Game, Play and Storytelling -- 5. Shapeshifting Stories : Reading Videogame Stories through Paratexts -- PART III: STORY -- 6. Ab(Sense) of an Ending: Telos and Time in Videogame Narratives -- 7. Playing in the Zone of Becoming I: Agency and Becoming in Videogames -- 8. Playing in the Zone of Becoming II: 'Becoming' as Identity-formation in Videogames -- 9. Concluding Remarks: Videogames Versus Books, and Other Egg-endian (Non)Debates.
The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.
Video games
ideo games
Storytelling.
Narration (Rhetoric)
Storytelling in mass media.