90 research outputs found

    Narrative explorations in videogame poetry

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    This chapter focuses on examples of videogame poetry with possible narrative aspects and examines how poetry, gaming and narrative combined into one coherent system. It discusses examples of videogame: Passage, Today I Die, and Fatale, which people think will open up new perspectives on possible directions for interactive digital narratives (IDNs). Jason Rohrer's Passage has garnered special attention, both from the critics and the public, and has been praised for its simple but emotionally intensive design and poetic nature. Fatale consists of three segments, differing from each other in content and even slightly in mechanics. The first segment bundles events related to youth, the second segment groups midlife experiences and aging, and the last segment deals with solitude and death. Finally, the chapter concludes videogame poems not only differ from mainstream games but also from IDNs following epic or prose-based approaches and open up new perspectives for future IDN design

    Interactive Digital Narrative – What’s the Story? [Hartmut Koenitz / Gabriele Ferri / Mads Haahr / Digdem Sezen / Tonguc Ibrahim Sezen (Eds.): Interactive Digital Narrative: History, Theory and Practice. New York 2015]

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    Rezension zu / Review of: Hartmut Koenitz / Gabriele Ferri / Mads Haahr / Digdem Sezen / Tonguc Ibrahim Sezen (Eds.): Interactive Digital Narrative: History, Theory and Practice. New York 2015</p

    Machine gaze on women: how machine vision technologies see women in films

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    Machine vision systems provide new ways to study moving images. Recently, tools employing specifically designed machine vision algorithms are being used to analyze gender perspective in films. The results are effective for policymaking and creating awareness for gender imbalance in film culture. Adopting an experimental approach, this study looks at women’s images in films through commercially available machine vision systems and discusses what we can learn from machine ways of looking at films about both films and machines. The first section discusses the tectonic shift machine vision systems caused in contemporary visual culture and how this shift challenges visual culture researchers to find new ways to make sense of new visuality. The second part addresses the continuity, validity of discussions on race and gender in contemporary visual culture by introducing the concepts such as “coded gaze” and “algorithmic oppression” and it is followed by a review of how computational approaches have been employed to study gender representation in films. The last section presents a playful experiment to look at film images through commercially available machine vision systems and discusses the findings as a basis to initiate further questions interrogating the agency of women in contemporary visuality

    Press start to remember the martyrs: on video games commemorating the 2016 coup attempt in Turkey

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    This chapter offers an overview and analysis of video games and other playable media designed to commemorate the 15 July 2016 coup attempt in Turkey. Little known outside of Turkey, these digital artifacts exemplify how video games can be used as a medium of politically motivated self-expression. Sezen and Sezen argue that they also provide a unique peek into the conditions they were produced, namely a national myth-building period run under the state of emergency. Their analysis of games in different genres explores how game design and game narratives contribute to the construction of the so-called Epic of 15 July. The chapter concludes with a comparative coverage of historical coup d’état’s in games and discusses possible design directions for future games on the subject

    In conversation with Professor Henry Jenkins

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    The following interview includes Professor Henry Jenkins' answers to the questions of Dr Diğdem Sezen regarding transmedia storytelling, new media literacies and fan culture. The interview, hosted by Istinye University, was held online on 5 November, 2022, on the occasion of the fiftieth anniversary of John Berger's book 'Ways of Seeing'

    Introduction:Perspectives on Interactive Digital Narrative

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    This introduction presents an overview of key concepts discussed in this book. This book covers a diverse and vibrant field that has continually grown since the late 1970s, from the first text-based Interactive Fiction to such forms as Hypertext Fiction, Interactive Cinema, Interactive Installations, Interactive Drama and Video Game Narrative. Chris Hales describes the historical development of interactive cinema with a focus on the impact of digital technology on this form of Interactive Digital Narrative (IDN). The book addresses how forms of IDN emerged over the years as distinct phenomena and how the transformations of digital media shaped the current forms. It emphasises the importance of user interface design for the IDN experience, as well as its implementation in practice. IDN connects artistic vision with technology. IDN promises to dissolve the division between active creator and passive audience and herald the advent of a new triadic relationship between creator, dynamic narrative artefact and audience-turned-participant

    In Conversation with Professor Henry Jenkins

    No full text
    The interview includes Professor Henry Jenkins’ answers to the questions of Dr Diğdem Sezen regarding transmedia storytelling, new media literacies and fan culture. The interview, hosted by Istinye University, was held online on 5 November, 2022, on the occasion of the fiftieth anniversary of John Berger’s book ‘Ways of Seeing’

    In Conversation with Professor Henry Jenkins

    No full text
    The interview includes Professor Henry Jenkins’ answers to the questions of Dr Diğdem Sezen regarding transmedia storytelling, new media literacies and fan culture. The interview, hosted by Istinye University, was held online on 5 November, 2022, on the occasion of the fiftieth anniversary of John Berger’s book ‘Ways of Seeing’

    Introduction: Beyond the Holodeck: A Speculative Perspective on Future Practices

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    This chapter explains some of the exciting directions in the field of interactive digital narrative (IDN) by examining characteristics and current applications in three areas. It examines how interactive narratives are used in the context of creating compelling game experiences and suggest possible future directions. The chapter considers some relationships between interactive narrative and place-specific digital experiences, from current geolocalised apps to upcoming developments. It then discusses the application of IDN technologies to news reporting and documentary practices, along with possible perspectives for its developments in the next years. Partially overlapping with the fields of news gaming, serious gaming and interactive documentaries, some recent digital narrative projects aim to inform their audience or present political messages. Finally, new narrative experiments are bridging the gaps between different IDN forms-another case of hybridisation and cross-fertilisation within the field that testimonies its vitality
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