• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 4
  • 3
  • Tagged with
  • 8
  • 8
  • 6
  • 4
  • 4
  • 3
  • 3
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

KOTOR- en narratologisk smältdegel : En analys av berättarstrukturen i datorspelet Star wars: Knights Of The Old Republic / KOTOR-A Narrative Fusion. : A narrative analysis of the computer game Star Wars:Knights Of The Old Republic

Willander, Martin January 2008 (has links)
No description available.
2

KOTOR- en narratologisk smältdegel : En analys av berättarstrukturen i datorspelet Star wars: Knights Of The Old Republic / KOTOR-A Narrative Fusion. : A narrative analysis of the computer game Star Wars:Knights Of The Old Republic

Willander, Martin January 2008 (has links)
No description available.
3

Interacting with Words: Development of a text-based game on language

Jacobi, Gabriel January 2017 (has links)
This paper describes the development process of an Interactive Fiction game focused on the theme oflanguage. The paper includes a brief description of the history of the genre and its definitions, a discussionabout its multiple variations and attributes, and an overview of some examples that handled similar subjects.Then it considers some of the unique properties of the written language and examines language as both ashared and subjective relationship with reality . This is followed by a description of tools and methodsadopted in the design process and how the development went — from initial research to the final concept.The results is then described, followed by the user test results and a critical evaluation. At the end, someconcluding remarks are included together with possible future developments.
4

Att vandra i Daedalus hus : En analys av katabasis-motivet i Mark Z. Danielewskis House of Leaves / Wandering in the house of Caedalus : An analysis of the katabasis-motif in Mark Z. Danielewski’s House of Leaves

Björnlund, Stefan January 2019 (has links)
Walking in the house of Daedalus – An analysis of the katabasis motif in Mark Z. Danielewski’s House of Leaves   This study analyses the depiction of the labyrinth as a symbolic landscape in regard to both subject and form in the multi-layered novel House of Leaves by Mark Z. Danielewski. Using the mythological katabasis motif as a structural principle, this study discusses modern labyrinthine narratives wherein selfhood is constructed through an infernal journey between a descent and a return. This study analyses the novel with a thematic perspective from two points of view; how the labyrinth acts as central motif for the self in the novel and how the novel visually depicts the narrative through typographical choices throughout the text. The study’s main question is how the novel depicts the labyrinth in regard to its historical and cultural context and how it inscribes itself into a tradition of narratives that depicts the labyrinth as a metaphor for the mind and as a symbol for the exploration of the self.   The result shows that House of Leaves uses a complex cluster of narratives to tell a katabatic story, both through the narrative and the form. Through the symbolic landscape and through the use of a genre typical and uncanny horror story, House of Leaves tells a story about alienation, guilt and love where the characters psychological developments changes in regard to confrontations with the labyrinth and through the symbolical tests that exists throughout the katabatic journey. The characters ascends traumatized from the labyrinth, but are at the same time rewarded with personal insight
5

"Dazed and Confused and Triumphant": An Exploration of Ergodic Literature

Gaj, Natasha E. 18 May 2021 (has links)
No description available.
6

Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation

Dymek, Mikolaj January 2010 (has links)
The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. The global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enigmatic terra incognita with astonishingly little dedicated research. This thesis aims to amend this situation by presenting a study at the cross-section of the video game industry, game studies, literary theory, cultural industries and business studies. It deals with the following question: how does the global game industry relate to its own product, in terms of communication and media dimensions, and what are the (business) consequences, in terms of production, strategy and commercial/creative innovation, of this relationship? This study’s departure point is constituted by a comprehensive description of the industry’s structure, dynamics and processes, based on extensive interviews with industry professionals. It is followed by an examination and comparison of the game industry with other media/cultural industries in relation to their economy and business dynamics. With inconclusive answers regarding the medium-industry relation, this study proceeds by exploring literary theories from the field of game studies, in order to gain insights into the dynamics of medium and industry. Literary theories from ludology and narratology provide rewarding perspectives on this inquiry, since it is found that the ontological dichotomy of simulation vs. respresentation present in the interpretational realm of the game medium is also reflected in the industry and its dynamics. This has pivotal consequences for the analysis of the game industry. This study concludes by positing the current critical condition of the industry as an extremely decisive moment in its history: will it become a truly universal mass-medium, or will it continue down its subcultural path? Subcultural “interactive cinema” meets mass-cultural media of simulation – how will the industry evolve? / QC20100708
7

Understanding interactive fictions as a continuum : reciprocity in experimental writing, hypertext fiction, and video games

Burgess, Elizabeth January 2015 (has links)
This thesis examines key examples of materially experimental writing (B.S. Johnson’s The Unfortunates, Marc Saporta’s Composition No. 1, and Julio Cortázar’s Hopscotch), hypertext fiction (Geoff Ryman’s 253, in both the online and print versions), and video games (Catherine, L.A. Noire, The Elder Scrolls IV: Oblivion, and Phantasmagoria), and asks what new critical understanding of these ‘interactive’ texts, and their broader significance, can be developed by considering the examples as part of a textual continuum. Chapter one focuses on materially experimental writing as part of the textual continuum that is discussed throughout this thesis. It examines the form, function, and reception of key texts, and unpicks emerging issues surrounding truth and realism, the idea of the ostensibly ‘infinite’ text in relation to multicursality and potentiality, and the significance of the presence of authorial instructions that explain to readers how to interact with the texts. The discussions of chapter two centre on hypertext fiction, and examine the significance of new technologies to the acts of reading and writing. This chapter addresses hypertext fiction as part of the continuum on which materially experimental writing and video games are placed, and explores reciprocal concerns of reader agency, multicursality, and the idea of the ‘naturalness’ of hypertext as a method of reading and writing. Chapter three examines video games as part of the continuum, exploring the relationship between print textuality and digital textuality. This chapter draws together the discussions of reciprocity that are ongoing throughout the thesis, examines the significance of open world gaming environments to player agency, and unpicks the idea of empowerment in players and readers. This chapter concludes with a discussion of possible cultural reasons behind what I argue is the reader’s/player’s desire for a high level of perceived agency. The significance of this thesis, then, lies in how it establishes the existence of several reciprocal concerns in these texts including multicursality/potentiality, realism and the accurate representation of truth and, in particular, player and reader agency, which allow the texts to be placed on a textual continuum. This enables cross-media discussions of the reciprocal concerns raised in the texts, which ultimately reveals the ways in which our experiences with these interactive texts are deeply connected to our anxieties about agency in a cultural context in which individualism is encouraged, but our actual individual agency is highly limited.
8

Compounding the Problem? : Gated Communities in Climate and Environmental Disaster Fiction / Att bygga in problem? : Grindsamhällen i berättelser om klimat- och miljökatastrofer

Walsh, Ryan Nicholas January 2023 (has links)
The gated community motif occurs frequently within climate and environmental disaster fiction. This thesis investigates its occurrence across three media to establish how the gated community mode of living, as rendered in post-apocalyptic speculative fiction, responds to the threat and consequences of climate and environmental crisis. This thesis combines recent urban studies scholarship with ecocritical theory to analyse the gated communities present in Octavia E. Butler’s novels, The Parable of the Sower and The Parable of the Talents, Neil Blomkamp’s film, Elysium, and Naughty Dog’s video games, The Last of Us and The Last of Us: Part II. Comparative analysis of the motif in each primary narrative reveals how disaster exacerbates the security and segregation this mode of settlement makes possible, resulting in a pronounced Othering of outsiders to these communities. This essay concludes that the boundaries of these speculative gated communities come to symbolise the borders Global North, which rhetorically and physically exclude the migrant Other. As most of the gated communities in these narratives experience catastrophe and collapse at the hands of those they refuse to accept, the texts appear to warn us to expect similar results unless issues of climate justice are not addressed by the Global North today. / Grindsamhället (eng. gated community) är ett vanligt förekommande motiv i berättelser om klimat- och miljökatastrofer. Den här uppsatsen undersöker motivet i tre medietyper för att diskutera hur grindsamhället som samhällsform porträtteras i postapokalyptiskt spekulativ fiktion, och hur det ses svara på klimat- och miljö- krisernas hot och konsekvenser. Uppsatsen kombinerar ekokritisk teori med modern forskning inom urbana studier för att analysera grindsamhällen som förekommer i romanerna The Parable of the Sower och The Parable of the Talents av Octavia E. Butler, Neil Blomkamps film Elysium och Naughty Dogs datorspel The Last of Us och The Last of Us: Part II. Komparativ analys av motivet i de primära berättelserna ger vid handen hur katastrofer förvärrar den säkerhet och segregation som samhälls- formen möjliggör, vilket resulterar i en uttalad syn på personer utanför samhällena som Andra. Uppsatsen slår fast att gränserna för de spekulativa grindsamhällena sym- boliserar gränserna mellan det globala nord och syd, vilket retoriskt och fysiskt ute- stänger migranter från syd och konstruerar dem som Andra. Eftersom de flesta grindsamhällen i berättelserna drabbas av katastrof och kollaps på grund av de människor som man vägrar släppa in tycks texterna varna oss för att vi kan förvänta oss något liknande om den globala norden inte ser till att hantera frågor om klimaträttvisa idag.

Page generated in 0.1021 seconds