What Is Your Quest?: From Adventure Games to Interactive Books

$23.02


Brand Anastasia Salter
Merchant Amazon
Category Books
Availability In Stock Scarce
SKU 1609382757
Age Group ADULT
Condition NEW
Gender UNISEX
Google Product Category Media > Books
Product Type Books > Subjects > Computers & Technology > Games & Strategy Guides

About this item

What Is Your Quest?: From Adventure Games to Interactive Books

What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among  fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them. “ What Is Your Quest? offers a significant contribution to the general field of cyberculture studies, in particular to gaming, electronic literature, e-books, and mobile computing.”―Bryan Alexander, author, The New Digital Storytelling “In What Is Your Quest? , we find adventure games situated in their many important contexts and we are shown their relationship to the sometimes overlapping categories of electronic literature, tabletop role-playing games, gamebooks, interactive fiction, transmedia storytelling, and the e-book. Anastasia Salter considers overlooked threads (including several sorts of fan production) as she traces the history and extent of this genre, clearly and accessibly mapping out a fascinating constellation of digital works.”―Nick Montfort, author, Twisty Little Passages: An Approach to Interactive Fiction “Not even the most wonderful book can be magical in itself―readers are the true magicians, and the heart of their power lies in seeing beyond the letter of any text, into that space of possibility where words make worlds. Reading and writing must remain in play. Salter has produced a notably magical book that examines the fresh generation of writer-designers who are now creating works with roots in both library and arcade.”―Stuart Moulthrop, University of Wisconsin, Milwaukee Anastasia Salter is an assistant professor of digital media at the University of Central Florida. Her work spans the future of narrative, from transformative works to video games and comics. She is a contributing author for ProfHacker, a blog on pedagogy and technology hosted by the  Chronicle of Higher Education,  and   the co-author, with John Murray, of  Flash: Building the Interactive Web  (2014). What Is Your Quest? From Adventure Games to Interactive Books By Anastasia Salter University of Iowa Press Copyright © 2014 The University of Iowa Press All rights reserved. ISBN: 978-1-60938-275-9 Contents ACKNOWLEDGMENTS, Introduction. Reimagining Books, CHAPTER 1. Early Digital Narratives, CHAPTER 2. Adventure Games, CHAPTER 3. King's Quests, CHAPTER 4. Epitaph for a Genre?, CHAPTER 5. Fan Games, CHAPTER 6. Personal Adventures, CHAPTER 7. Kickstarting a Genre, CHAPTER 8. The iPad and the eBook, Conclusion. Magical Books, WORKS CITED, INDEX, CHAPTER 1 Early Digital Narratives NO GENRE CAN BE considered in a vacuum, particularly when the convergence of media is involved. I begin by positioning the adventure game as an heir to earlier forms of both digital and nondigital interactive narratives, some of which resemble the traditional printed book far more than the "magical books" previously discussed. Examining the predigital roots of interactive narrative offers an opportunity to consider the changing nature of text, particularly as some of the first games as books (and books as games) hit the market. I trace three stages of these early interactive narratives: structured collective oral storytelling ( Dungeons & Dragons ) gamebooks and Choose Your Own Adventure stories; and interactive fiction and te

Brand Anastasia Salter
Merchant Amazon
Category Books
Availability In Stock Scarce
SKU 1609382757
Age Group ADULT
Condition NEW
Gender UNISEX
Google Product Category Media > Books
Product Type Books > Subjects > Computers & Technology > Games & Strategy Guides

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