Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
The Art of Computer Game Design
The Art of Computer Game Design
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Pause & Effect: The Art of Interactive Narrative
Pause & Effect: The Art of Interactive Narrative
Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency
Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency
A Hacker Manifesto
Unit Operations: An Approach to Videogame Criticism
Unit Operations: An Approach to Videogame Criticism
Trigger Happy
The Business and Culture of Digital Games: Gamework and Gameplay
The Business and Culture of Digital Games: Gamework and Gameplay
More than a Game: The Computer Game as Fictional Form
More than a Game: The Computer Game as Fictional Form
Computer Games: Text, Narrative and Play
Computer Games: Text, Narrative and Play
A storytelling model for educational games: Hero's interactive journey
International Journal of Technology Enhanced Learning
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Mythology and its general relevance for popular culture is is a framework of growing importance for understanding the way narrative games function as cultural artefacts within society. Myths are better compatible than conventional stories with the key characteristics of games: interactivity, (world)simulation and gameplay. Furthermore, games as a technologically advanced medium, open up new mythological perspectives on contemporary society and technology, a perspective where the hacker is proposed as the new hero of this day and age.