Second Person: Role-Playing and Story in Games and Playable Media

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9780262514187: Second Person: Role-Playing and Story in Games and Playable Media
Críticas:

"If you hold the traditional views that games are something you play (such as chess), role playing is something you do (such as acting), and stories are something that a writer writes and a reader reads, brace yourself--this book will turn these ideas inside out. It is a thought-provoking, intimidating, revealing, and encouraging work." J. M. Artz Computing Reviews "The book is not 100 percent a how-to guide for designing better video games, but rather is a thought-provoker, spanning both the theoretical and the practical." Game Developer

Reseña del editor:

Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story--something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play.Second Person--so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told--first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction--for the singular "you"--including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Faade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game).In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.

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John Tynes, Lee Sheldon, Mark C. Marino, Noah Wardrip-Fruin, Pat Harrigan
ISBN 10: 0262514184 ISBN 13: 9780262514187
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Descripción Estado de conservación: New. Depending on your location, this item may ship from the US or UK. Nº de ref. de la librería 97802625141870000000

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John Tynes, Lee Sheldon, Mark C. Marino, Noah Wardrip-Fruin, Pat Harrigan
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Descripción MIT Press Ltd, United States, 2010. Paperback. Estado de conservación: New. 226 x 204 mm. Language: English . Brand New Book. Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story -- something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person -- so called because in these games and playable media it is you who plays the roles, you for whom the story is being told -- first considers tabletop games ranging from Dungeons Dragons and other RPGs with an explicit social component to Kim Newman s Choose Your Own Adventure-style novel Life s Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction -- for the singular you -- including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Facade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin s Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form. Nº de ref. de la librería AAZ9780262514187

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John Tynes, Lee Sheldon, Mark C. Marino, Noah Wardrip-Fruin, Pat Harrigan
Editorial: MIT Press Ltd, United States (2010)
ISBN 10: 0262514184 ISBN 13: 9780262514187
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Descripción MIT Press Ltd, United States, 2010. Paperback. Estado de conservación: New. 226 x 204 mm. Language: English . Brand New Book. Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story -- something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person -- so called because in these games and playable media it is you who plays the roles, you for whom the story is being told -- first considers tabletop games ranging from Dungeons Dragons and other RPGs with an explicit social component to Kim Newman s Choose Your Own Adventure-style novel Life s Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction -- for the singular you -- including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Facade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin s Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form. Nº de ref. de la librería AAZ9780262514187

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Harrigan, Pat (EDT)/ Wardrip-Fruin, Noah (EDT)/ Crumpton, Michael (CON)
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Descripción MIT Press 2010-03-01, 2010. Estado de conservación: New. Brand new book, sourced directly from publisher. Dispatch time is 24-48 hours from our warehouse. Book will be sent in robust, secure packaging to ensure it reaches you securely. Nº de ref. de la librería NU-GRD-04717878

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Pat Harrigan, Noah Wardrip-Fruin
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Descripción MIT Press Ltd. Paperback. Estado de conservación: new. BRAND NEW, Second Person: Role-Playing and Story in Games and Playable Media, Pat Harrigan, Noah Wardrip-Fruin, Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story -- something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person -- so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told -- first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction -- for the singular "you" -- including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Facade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form. Nº de ref. de la librería B9780262514187

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Descripción MIT Press Ltd 2010-02-02, Cambridge, Mass., 2010. paperback. Estado de conservación: New. Nº de ref. de la librería 9780262514187

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Descripción Paperback. Estado de conservación: New. Not Signed; Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story -- something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in table. book. Nº de ref. de la librería ria9780262514187_rkm

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Descripción MIT Press Ltd, 2010. Estado de conservación: New. 2010. Paperback. Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Editor(s): Harrigan, Pat; Wardrip-Fruin, Noah. Num Pages: 432 pages, 200 illus. BIC Classification: JFD; WDM. Category: (P) Professional & Vocational. Dimension: 228 x 203 x 26. Weight in Grams: 792. . . . . . . Nº de ref. de la librería V9780262514187

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Harrigan, Pat
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Descripción MIT Press (MA), United States, 2010. Trade Paperback. Estado de conservación: New. TRADE PAPERBACK Legendary independent bookstore online since 1994. Reliable customer service and no-hassle return policy. Languages>Foreign Languages>Spanish>History and Social Science>Sociology>Media. Book: NEW, New. Bookseller Inventory # 01978026251418700. Nº de ref. de la librería 01978026251418700

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