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Titlebook: Infrastructure in Video Games; Daniel Punday Book 2024 The Editor(s) (if applicable) and The Author(s), under exclusive license to Springe

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發(fā)表于 2025-3-25 07:01:00 | 只看該作者
22#
發(fā)表于 2025-3-25 07:34:15 | 只看該作者
Avatars and Governmentality,er/watchtower distinction of the previous chapter, since lever-based games like . tend to have embodied avatars, and more system-based games tend toward disembodied player positions, as is the case in most civilization simulations like .. But the dynamic is more complex than this, as we can see in a
23#
發(fā)表于 2025-3-25 13:51:47 | 只看該作者
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發(fā)表于 2025-3-25 16:55:33 | 只看該作者
Interfaces and Fictional Worlds,s Jesper Juul’s ., which provides a theoretical framework for thinking about the relationship between game rules and the fictional worlds they project. The chapter depends heavily on an analysis of the game ., which draws our attention to the way that games help to sort the difference between fictio
25#
發(fā)表于 2025-3-25 21:02:45 | 只看該作者
Conclusion: The Occasion of New Infrastructure,r theorizing narrative in general. It focuses on how narratives can offer a way to think about new infrastructures, using a focus on how the audience is able to enter into these new worlds, and learn their new rules. Video games, with their focus on helping players learn the rules of the game alongs
26#
發(fā)表于 2025-3-26 01:41:46 | 只看該作者
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發(fā)表于 2025-3-26 08:17:16 | 只看該作者
28#
發(fā)表于 2025-3-26 10:33:36 | 只看該作者
978-3-031-72094-9The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
29#
發(fā)表于 2025-3-26 15:57:36 | 只看該作者
https://doi.org/10.1007/978-3-031-72092-5video games; narrative theory; digital media; infrastructure; Theorizing infrastructure; commercial video
30#
發(fā)表于 2025-3-26 19:04:11 | 只看該作者
roducts, and social and digital infrastructure.Emphasizes th.This book will sketch the dynamics of infrastructure in video games, focusing on the relationship between game rules, fictional world, and player interaction. It will discuss a variety of commercial video games, both mainstream and somewha
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