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Keywords

games, education, philosophy

Publication Date

11-21-2017

Type

Book

Rights Management

Copyright Carnegie Mellon University: ETC Press (Creative Commons Attribution 2.0)

Abstract or Description

In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.

ISBN

9781387386420

Publisher

Carnegie Mellon University: ETC Press

City

Pittsburgh, PA

Page Count

270

Creative Commons License

Creative Commons Attribution 3.0 License
This work is licensed under a Creative Commons Attribution 3.0 License.

Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions

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