Author(s):  
Bradford W. Mott ◽  
Robert G. Taylor ◽  
Seung Y. Lee ◽  
Jonathan P. Rowe ◽  
Asmalina Saleh ◽  
...  

Author(s):  
Ektor Vrettakis ◽  
Christos Lougiakis ◽  
Akrivi Katifori ◽  
Vassilis Kourtis ◽  
Stamatis Christoforidis ◽  
...  

2020 ◽  
Author(s):  
Jackie Calderwood ◽  
Rachael Till ◽  
Vytautas Vasiliauskas

This paper presents an emergent co-creative methodology for the conception, making and sharing of narrative artwork for a gamified learning platform. Drawing on cinema, the graphic novel, and comic book art, two unusual characters were developed by Student Activators working with researchers at the Disruptive Media Learning Lab, Coventry University. The creative process began by using Clean Language and Clean Space to bring the artists’ character sketches to life, and developed into a series of basic, linear and interactive narratives with original working practices. Extending this collaboration, the paper is co-authored with the two students involved. The authors reflect from their different perspectives on the Collaborative process, creation of narrative artwork and building of a series of metagames for the BEACONING platform ‘Breaking Educational Barriers with Contextualised Pervasive and Gameful Learning’, co-funded by Horizon 2020 programme of the European Union.


2018 ◽  
Vol 15 (2) ◽  
pp. 179-197
Author(s):  
Antranig Arek Sarian

The Stanley Parable uses metafiction and elements borrowed from the “Theatre of the Absurd” to reveal a didactic, pedagogical, and despotic voice that lies below many of the choices found within gamebooks, literary games, and interactive narratives. The satirical character of the “narrator,” coupled with the game’s use of paradoxes, makes choosers aware of the catechistic structure that many didactic choices employ. This pedagogic choice structure has its roots in the TutorText series of programmed learning novels—a structure repeated (and hidden) by the Choose Your Own Adventure-style gamebooks that followed and that is subsequently parodied in The Stanley Parable. The Stanley Parable itself provides players with choices that lack a solution, with choices such as the “two doors” embodying a juxtaposition between the closed choices of TutorText and the open choices presented by the game.


2020 ◽  
pp. 1-28
Author(s):  
ELI COOK

Exploring some of the key tenets of neoliberal American culture, this article examines the historical forces behind the meteoric rise of interactive “Choose Your Own Adventure” (CYOA) children's books in the 1980s. Despite selling over 250 million copies worldwide and becoming the fourth most popular children's series of all time, the CYOA phenomenon has yet to be placed in its larger social, economic, historical or cultural context. When explaining the rise of interactive narratives, previous literature has mostly focussed on technological change – namely the invention of video games, computer consoles and hypertext narratives. Moving away from such claims, this article demonstrates how the incredible success of solely text-based CYOA books stemmed largely from the cultural ascent of individual market choice to the heart of American notions of agency, liberty, subjectivity and selfhood in the 1970s and 1980s.


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