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E-grāmata: Games and Narrative: Theory and Practice

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This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals. 
SECTION 1.
Chapter 1: Six Degrees of Videogame Narrative.
Chapter 2:
Systemic NPC-side Branching in Linear AAA Video Game Stories.
Chapter 3:
Breaking the Fourth Wall in Video Games: A New Terminology and Methodology.-
Chapter 4: Gamifying Kindness: Toward a Praxis of the Ephemeral.
Chapter 5:
The Digital Lineage of Narrative: Analyzing Interactive Fiction to Further.-
Understand Game Narrative.
Chapter 6: The Case for Naive and Low Fidelity
Narrative Generation.- SECTION 2: SOCIAL and CULTURAL STUDIES.
Chapter 7:
Azeroth Has a Workplace Gender Inequality Problem: Gendered Professions .-
Bias in Virtual Worlds.
Chapter 8: Narrative Design in Turkish Video Games:
History and Comparison.
Chapter 9: The Games on Exhibition: Videogames as
Contemporary Art.
Chapter 10: Ethics of Interactive Storytelling.
Chapter
11: The World Building in the Superhero Genre through Movies and Video.-
Games: The Interplay Between Marvels Avengers and Marvel Cinematic
Universe.- SECTION 3: NEW TECHNOLOGIES and APPROACHES.
Chapter 12:
Academical: A Choice-Based Interactive Storytelling Game for Enhancing.-
Moral Reasoning, Knowledge, and Attitudes in Responsible Conduct of
Research.
Chapter 13: The Marriage of Quantum Computing and Interactive
Storytelling.
Chapter 14: A Shared Vocabulary for Interactive Digital
Narrative (IDN) - an .- Encyclopedia Project.
Chapter 15: Narrative as a
Game User Experience Dimension: An Experimental Study.- SECTION 4: PRACTICES
and CASE STUDIES.
Chapter 16: An Analysis of the Use of Religious Elements
in Assassin's Creed Origins.
Chapter 17: Longform Video Essays as Critical
Retellings of Video Game Narratives.
Chapter 18: Heritage, Authenticity, and
The Fiction/Nonfiction Dualism in Attentat 1942.
Chapter 19: Using
Heuristics for Evaluating Game Narrative: A Close Reading of Death.-
Stranding .
Chapter 20: Allegation and world-building in video games.-
SECTION 5: TALES FROM THE INDUSTRY.
Chapter 21: Changing Scope,
KeepingFocus: Lessons Learned During the Development of.- Frostpunk
Narrative.
Chapter 22: Wordless Storytelling in a Surreal World.
Chapter
23: Details and Essentials of Virtual Narrative.
Barbaros Bostan is a Professor in the Digital Game Design department at the Bahcesehir University/Turkey. He has a Ph.D. in Information Systems (2007) and he worked as a postdoctoral researcher at IDM Institute, Games Lab of the National University of Singapore between 2008 and 2010. His research areas include computer games, presence, interactivity, gamer psychology, player motivations and player profiling. Bostan has teaching experience in the areas of game history and analysis, storytelling in games, player psychology, research methods and interactive narrative. He was the editor of "Gamer Psychology and Behavior" and "Game User Experience and Player-Centered Design" books published by Springer. He was also one of the section editors of "Encyclopedia of Computer Graphics and Games" published by Springer