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Showing result 1 - 5 of 16 swedish dissertations matching the above criteria.

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

    Author : Mikolaj Dymek; Mats Engwall; Claes Gustafsson; Alf Rehn; Saara Taalas; KTH; []
    Keywords : TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; video game industry; computer game industry; video games; computer games; cultural industries; media industries; cultural economy; game studies; literary theory; ludology; narratology; interactive cinema; simulational media; ergodic literature; cybertext; interactive narrative; business studies; industrial economy; hardcore gaming; casual gaming; subcultural industries; Industrial engineering and economy; Industriell teknik och ekonomi;

    Abstract : 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. READ MORE

  2. 2. The Ergodic revisited : spatiality as a governing principle of digital literature

    Author : James Barrett; Heidi Hansson; Astrid Ensslin; Hans Kristian Rustad; Umeå universitet; []
    Keywords : HUMANIORA; HUMANITIES; digital literature; narrative studies; interactive narrative; ergodic; cybertext; spatial; addressivity; interactive design; representational space; spatial practice; Literature; litteraturvetenskap;

    Abstract : This dissertation examines the role of the spatial in four works of digital interactive literature. These works are Dreamaphage by Jason Nelson (2003), Last Meal Requested by Sachiko Hayashi (2003), Façade by Michael Mateas and Andrew Stern (2005) and Egypt: The Book of Going Forth by Day by M. D. Coverley (2006). READ MORE

  3. 3. Towards Socio-Emotionally Rich Interactive Narrative

    Author : Jarmo Laaksolahti; RISE; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES;

    Abstract : .... READ MORE

  4. 4. Participating in a Story: Exploring Audience Cognition

    Author : Pierre Gander; Kognitionsvetenskap; []
    Keywords : HUMANIORA; HUMANITIES; memory; cognition; comprehension; Lingvistik; Psychology; Filosofi; Philosophy; computer games; interactive media; perspective; memory qualities; spatial cognition; fiction; narrative; cognitive science; linguistics; Psykologi; Applied and experimental psychology; Tillämpad och experimentell psykologi;

    Abstract : Stories that the audience can influence (such as computer games and other interactive multimedia), in contrast to 'traditional' stories (such as books and cinema), present a challenge to fields which take narrative (story) as their study object. What is the difference between these two kinds of stories? Earlier theories have focused on differences in media, structure, or the audience's physical actions. READ MORE

  5. 5. The Gothic in contemporary interactive fictions

    Author : Van Leavenworth; Heidi Hansson; Catherine Spooner; Umeå universitet; []
    Keywords : HUMANIORA; HUMANITIES; Gothic; interactive fiction; subjectivity; posthuman; unspeakable; live burial; labyrinth; uncanny; grotesque; vampire; historiographic metafiction; cybergothic; Literature; Litteraturvetenskap; Literature; litteraturvetenskap;

    Abstract : This study examines how themes, conventions and concepts in Gothic discourses are remediated or developed in selected works of contemporary interactive fiction. These works, which are wholly text-based and proceed via command line input from a player, include Nevermore, by Nate Cull (2000), Anchorhead, by Michael S. READ MORE