000 03785cam a22006258i 4500
001 on1246677088
003 OCoLC
005 20220711203149.0
006 m o d
007 cr |||||||||||
008 210406s2021 nju ob 001 0 eng
010 _a 2021014075
040 _aDLC
_beng
_erda
_cDLC
_dOCLCO
_dOCLCF
_dDG1
_dN$T
020 _a9781119688167
_q(electronic bk. : oBook)
020 _a1119688167
_q(electronic bk. : oBook)
020 _a1119688175
_q(epub)
020 _a9781119688150
_q(adobe pdf)
020 _a1119688159
_q(adobe pdf)
020 _a9781119688174
_q(electronic bk.)
020 _z9781119688136
_q(cloth)
024 7 _a10.1002/9781119688167
_2doi
029 1 _aAU@
_b000069053803
035 _a(OCoLC)1246677088
042 _apcc
050 0 0 _aGV1469.34.A97
082 0 0 _a794.8/1535
_223
049 _aMAIN
100 1 _aSmed, Jouni,
_eauthor.
_94790
245 1 0 _aHandbook on interactive storytelling /
_cJouni Smed, Tomi Suovuo, Natasha Skult, Petter Skult.
263 _a2107
264 1 _aHoboken, NJ :
_bWiley,
_c2021.
300 _a1 online resource
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
504 _aIncludes bibliographical references and index.
520 _a"Games are no longer 'just' entertainment or simply a leisure activity; multiple platforms that make games available at any moment of the day and connect the player to other players to become a part of a community play a big role in modern society. Interactive storytelling focuses on creating computer systems, where users experience a dramatically compelling narrative that responds to their actions. The objective of this book is to provide readers with a cohesive picture of the research currently being undertaken in interactive storytelling. In addition to the wealth of material, systematic structure, and extensive bibliography, each chapter provides a set of exercises ranging from implementational tasks to open research questions and starting points for further study. The book is also an inspiring source of information for game designers working in the game industry, focusing on the challenges in creating immersive narrative experiences for the player, irrespective of the technical aspects of game production. The case studies presented have been carefully selected with the aim of proposing specific design approaches where narrative is one of the main features of the gaming experience. Therefore, the book is also aimed at gaming industry- experts who wish to tackle the notion of interactive storytelling to its full potential"--
_cProvided by publisher.
588 _aDescription based on print version record and CIP data provided by publisher; resource not viewed.
650 0 _aVideo games
_xAuthorship.
_94791
650 0 _aVideo games
_xDesign.
_94792
650 0 _aInteractive multimedia
_xAuthorship.
_94793
650 0 _aInteractive multimedia
_xDesign.
_94794
650 7 _aInteractive multimedia
_xAuthorship.
_2fast
_0(OCoLC)fst00975997
_94793
650 7 _aInteractive multimedia
_xDesign.
_2fast
_0(OCoLC)fst00975998
_94794
650 7 _aVideo games
_xAuthorship.
_2fast
_0(OCoLC)fst01765735
_94791
650 7 _aVideo games
_xDesign.
_2fast
_0(OCoLC)fst01166425
_94792
655 4 _aElectronic books.
_93294
700 1 _aSuovuo, Tomi,
_d1974-
_eauthor.
_94795
700 1 _aSkult, Natasha,
_d1984-
_eauthor.
_94796
700 1 _aSkult, Petter Harald Emanuel,
_d1985-
_eauthor.
_94797
776 0 8 _iPrint version:
_aSmed, Jouni.
_tHandbook on interactive storytelling
_dHoboken, NJ : Wiley, 2021
_z9781119688136
_w(DLC) 2021014074
856 4 0 _uhttps://doi.org/10.1002/9781119688167
_zWiley Online Library
942 _cEBK
994 _aC0
_bDG1
999 _c68343
_d68343