Overview
- Coverage of the emerging approaches and advances in the field
- Discussions on the recent issues, challenges, solutions, and strategies
- The evolution of game narrative in the new era of VR, AR and MR
Part of the book series: International Series on Computer, Entertainment and Media Technology (ISCEMT)
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Table of contents (22 chapters)
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Narrative Design and Theory
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Social and Cultural Studies
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New Technologies and Approaches
Keywords
About this book
Editors and Affiliations
About the editor
Bibliographic Information
Book Title: Games and Narrative: Theory and Practice
Editors: Barbaros Bostan
Series Title: International Series on Computer, Entertainment and Media Technology
DOI: https://doi.org/10.1007/978-3-030-81538-7
Publisher: Springer Cham
eBook Packages: Computer Science, Computer Science (R0)
Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2022
Hardcover ISBN: 978-3-030-81537-0Published: 08 December 2021
Softcover ISBN: 978-3-030-81540-0Published: 09 December 2022
eBook ISBN: 978-3-030-81538-7Published: 07 December 2021
Series ISSN: 2364-947X
Series E-ISSN: 2364-9488
Edition Number: 1
Number of Pages: XI, 347
Number of Illustrations: 54 illustrations in colour
Topics: User Interfaces and Human Computer Interaction, Multimedia Information Systems, Cognitive Psychology