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Which clippings match 'Games' keyword pg.1 of 12
16 JANUARY 2013

High Street rental company Blockbuster goes into administration

"Blockbuster, the video and games rental company, has become the latest high street name to collapse into administration.

The rising popularity of internet film rental services like iTunes and Lovefilm have taken their toll on Blockbuster's 528 high street video rental stores, and the company is now loss–making.'"

(Juliette Garside, 16 January 2013, Guardian News and Media Limited)

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TAGS

2013 • Blockbuster (retailer) • bricks and mortar • bricks and mortar retailer • business into administrationconsole game • continue to trade • Deloittedigital downloadsdigital streaming • Dish Network • film rental • for sale • gameshigh streethigh street retailer • internet based providers • internet film rental services • into administration • iTunes • Lee Manning • loss-making • Lovefilm • rental company • retailershift to digitalstructural shifts in the sectorUK • UK business • video rental • video rental stores

CONTRIBUTOR

Simon Perkins
22 OCTOBER 2012

Alice: Madness Returns gameplay Demo.

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CONTRIBUTOR

Guannan (cassie) Du
08 OCTOBER 2012

LUDOLOGY MEETS NARRATOLOGY: Similitude and differences between (video)games and narrative

"Literary theory and narratology have been helpful to understand cybertexts and videogames. Aristotelian Poetics [Laurel, 1993], Russian formalism [Porush and Hivner, ?], and poststructuralism [Landow, 1992] are some of the different perspectives that have been used to study the subject.

Some authors see cybertexts and videogames as a new form of or as an expansion of traditional narrative or drama. The fact is that these computer programs share many elements with stories: characters, chained actions, endings, settings.

However, there is another dimension that has been usually almost ignored when studying this kind of computer software: to analyze them as games.

The problems of using a 'game' perspective are many. Basically, traditional games have always had less academic status than other objects, like narrative. And because of this, game formalist studies are fragmented through different disciplines, and not very well developed.

In this paper we will propose to explore videogames and cybertexts as games. Our intention is not to replace the narratologic approach, but to complement it. We want to better understand what is the relationship with narrative and videogames; their similarities and differences."

(Gonzalo Frasca, 1999)

Frasca, Gonzalo (1999) 'Ludology Meets Narratology. Similitude and Differences between (Video)games and Narrative'. Originally published in Finnish in Parnasso 1999: 3, 365–71.

TAGS

1999 • Albert Sidney Hornby • Andre Lalande • Aristotelian Poetics • Aristotles Poetics • Brenda Laurelcausalitycausally relatedcausally related narrative events • chained actions • character • Claude Bremond • computer programme • computer software • cybertext • cybertexts • Daniel Vidart • David Porush • ending • Espen AarsethFILE (festival) • game formalist studies • game perspective • game studiesgame theorygames • George Landow • Gerald Prince • Gonzalo Frasca • Jean Piagetliterary theory • ludology • narrative and videogames • narratologic approach • narratologynew form • Oswald Ducrot • post-structuralism • Roger Caillois • Roland Barthes • Russian formalism • Schaeffer Jean-Marie • setting • similarities and differences • stories • studying games • Todd Hivnor • traditional drama • traditional narrative • Umberto Ecovideo gamevideogames

CONTRIBUTOR

Simon Perkins
21 SEPTEMBER 2012

The History of Choose Your Own Adventure Story Fiction

"Choose Your Own Adventure's 'you' centered decision making, and exciting pace, has been cited as an influence in numerous games and media that followed the series. Examples of Choose Your Own Adventure's reference in the gaming world includes Japan's popular Bishoujo video games, which combine narratives with gameplay and mark the beginning of 'the trend in modern gaming toward using technology to allow players control over their stories... taking on characteristics of highly detailed Choose Your Own Adventure novels,' Choose Your Own Adventure is credited with partial responsibility for the heightened popularity of Role Playing Games, including Dungeons and Dragons. Other games which have been referenced as inspired by Choose Your Own Adventure include Mass Effect II which has a narrative–based adaptive difficulty setting where potential gameplay is altered by a player's decision–making early in the game and FormSoft's Adventure Player, a portable memory stick for PlayStation that allows players to build narrative–based games. The Interactive Fiction community has also credited Choose Your Own Adventure as being a major influence of their works."

(Chooseco LLC)

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TAGS

adventure game • Adventure Player (software) • Bishoujo (video games) • childrens bookschoose your own adventure • CYOA • decision makingdungeons and dragons • FromSoftware • game • game books • gameplaygamesinteractive fictioninteractive narrative • interactive stories • Mass Effect II (game) • memory stick • Memory Stick Duo • narrative-based games • novel • play novel • point of viewPSP • reluctant readers • role playingrole playing gamesstorystory-based experiencetheir storiesvideo game

CONTRIBUTOR

Simon Perkins
18 JUNE 2012

6th Annual International Conference on Computer Games Multimedia & Allied Technologies

"Annual International Conference on Computer Games, Multimedia and Allied Technology raises a platform for the Asian Gaming Community to realize, recognize, and reveal the technological interplay at work behind the immersive and compelling world of gaming. The conference mantles the experience, expertise, and technological know–how flowing in from academicians, researchers, and industry professionals and provides an apt platform for view and review.

The Conference Themes on Animation,Multimedia, IPTV, Edutainment, Mobile, Virtual Reality nunciating [sic] the evident convergence of technology while focusing on the differing facets of the gaming industry. The world of gaming is a result of numerous technologies, game tools and systems, the conference strives to discuss the technological advances, perspectives of future developments, and innovative applications while exploring the key concerns and issues related to Game security and Game regulations."

(Global Science & Technology Forum, Singapore)

TAGS

2012animation • Asian Gaming Community • audio design for games • computer gamecomputer games • Computer Games Multimedia and Allied Technology (conference) • conferenceconvergencediegesis • edutainment • future developments • game design • game production • game programming • game regulations • game security • game systems • game tools • games • gaming community • gaming industry • Global Science and Technology Forum GSTF • immersive • innovative applications • IPTVmobile • mobile gaming • multimediaSingapore • technical sessions • technological advances • technological interplay • technological know-howtechnologiestechnologytechnology convergencevirtual reality • world of gaming

CONTRIBUTOR

Simon Perkins
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