Narrative Interplay in the Digital Era: Generative AI, Alternate Reality Games, and the Future of Interactive Pedagogy
Editat de Andrew Klobucaren Limba Engleză Hardback – 2 oct 2025
In Narrative Interplay in the Digital Era, leading scholars and artists explore how digital narratives, alternate reality games, and AI-driven storytelling reshape how we create, experience, and teach interactive fiction. This collection moves beyond traditional analysis and examines the social and artistic dimensions of interactivity, highlighting how narratives unfold dynamically through player engagement and machine collaboration.
Organized into three sections—alternate realities, digital interactive fiction, and the politics of gaming—this book reveals the evolving role of play and interactivity in contemporary education, creative expression, and online culture. Contributors offer insights from inside the creative process, centering the perspectives of game designers and artists to shed light on how interactive stories emerge at the intersection of technology and human imagination.
A practical resource for researchers in game studies, electronic literature, and digital storytelling, this collection also speaks to educators and creators eager to explore how AI and interactivity are redefining the future of narrative.
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Specificații
ISBN-13: 9781835952054
ISBN-10: 1835952054
Pagini: 250
Dimensiuni: 170 x 244 x 18 mm
Greutate: 0.68 kg
Editura: Intellect Ltd
Colecția Intellect Ltd
ISBN-10: 1835952054
Pagini: 250
Dimensiuni: 170 x 244 x 18 mm
Greutate: 0.68 kg
Editura: Intellect Ltd
Colecția Intellect Ltd
Notă biografică
Andrew Klobucar is a scholar specializing in digital media and narrative technologies.
Cuprins
Foreword: The Ambivalence of Interactivity and Potentials of Play
Patrick Jagoda
Acknowledgments
Introduction
Andrew Klobucar
PART I: ALTERNATE REALITIES AND GAMING
1. A Digital Walk- Through: Thomas Hirschhorn’s Monuments Series and Alternate Reality Games
Andrew Klobucar
2. Larp as Medium, Larp as Message: Some Notes on Managing a Diegetic Commons
Harlin/Hayley Steele with Alejandro Ponce de León
3. Kustom Karakter Orthographee for a Visual, Written, Digital World
Rob Wittig and Mark C. Marino
4. Deliberate Play and Workplace Learning
Zsolt Olah
PART II: DIGITAL INTERACTIVE FICTION
5. Fun Time: Exploring Clocks, Computers, and Videogames
Rebecca Rouse
6. Interactive Storytelling as an Educational Tool: Escape to Apple Wick Hill
Jessica Ross- Nersesian
PART III: THE IDEOLOGIES OF GAMING
7. Are We All Speaking of the Same Feminazi? Understanding the Nuances of a Gendered Slur in Gaming Culture
Kristian A. Bjørkelo
8. Interactivity and Its Discontents
J † Johnson
Notes on Contributors
Index
Patrick Jagoda
Acknowledgments
Introduction
Andrew Klobucar
PART I: ALTERNATE REALITIES AND GAMING
1. A Digital Walk- Through: Thomas Hirschhorn’s Monuments Series and Alternate Reality Games
Andrew Klobucar
2. Larp as Medium, Larp as Message: Some Notes on Managing a Diegetic Commons
Harlin/Hayley Steele with Alejandro Ponce de León
3. Kustom Karakter Orthographee for a Visual, Written, Digital World
Rob Wittig and Mark C. Marino
4. Deliberate Play and Workplace Learning
Zsolt Olah
PART II: DIGITAL INTERACTIVE FICTION
5. Fun Time: Exploring Clocks, Computers, and Videogames
Rebecca Rouse
6. Interactive Storytelling as an Educational Tool: Escape to Apple Wick Hill
Jessica Ross- Nersesian
PART III: THE IDEOLOGIES OF GAMING
7. Are We All Speaking of the Same Feminazi? Understanding the Nuances of a Gendered Slur in Gaming Culture
Kristian A. Bjørkelo
8. Interactivity and Its Discontents
J † Johnson
Notes on Contributors
Index