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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.
Barry Atkins
1. The computer game as fictional formi) The postmodern temptationii) Reading game-fictions2. Fantastically real: reading Tomb Raideri) Lara Crost: Action heroii) Tomb Raider as quest narrativeiii) Beating the system3. Gritty realism: reading Half-Lifei) Welcome to Black Mesaii) I am a camera4. Replaying history: reading Close Combati) History in real-timeii) Counterfactual gameplay5. Managing the real: reading SimCityi) The many worlds of SimCityii) SimCity limits6. More than a game?i) Realism is dead, long live realismii) The shape of things to come iii) The computer game as fictional form revisitedGlossary of specific game termsBibliography