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74 results on '"*INTERACTIVE fiction"'

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1. Using Interactive Fiction to Stimulate Metalinguistic Talk in the English Classroom.

2. All the Microworld's a Stage: Realism in Interactive Fiction and Artificial Intelligence.

3. "Pay for your choices": Deconstructing neoliberal choice through free-to-play mobile interactive fiction games.

4. Decision Literacy, Multimodal Storytelling, and the Digital Storygame Project.

5. De consumidores a prosumidores: la narrativa transmedia en dos juegos móviles para adolescentes y jóvenes.

6. Voice and Agency in Digital Storytelling.

7. Game On: Writing with Twine in a Secondary English Language Arts Classroom.

8. The Dialogic Possibilities for Interactive Fiction in the Secondary Academy English Classroom.

9. O poder demiúrgico de linguagens naturais e artificiais em Galatea, de Emily Short.

10. FROM THE EDITORS.

11. A Comparative Study Between Narrative Fiction and Interactive Fiction to Enhance Youth Literacy in Indonesia.

12. Tatuaje: ficción interactiva de una pesquisa hipermedial.

13. Walking Simulators and Interactive Fiction in the Composition Classroom: Reading, Writing, and Making.

14. Choose Your Own Adventure: Examining the Fictional Content of Video Games as Interactive Fictions.

15. Story, Storyteller, and Storytelling.

16. ALTERNATE REALITY GAMING.

17. Let's Begin Again: Sierra On-Line and the Origins of the Graphical Adventure Game.

20. Interactive Metal Fatigue: A Conceptual Contribution to Social Critique in Mobilities Research.

21. Life and Death in the Second Person: Identification, Empathy, and Antipathy in the Adventure Gamebook.

22. Video Games as Self-Involving Interactive Fictions.

23. The Puzzle of Multiple Endings.

24. Inanimate Alice.

25. FLESH & TWINE.

26. Personality in interaction: how the Big Five relate to the reception of interactive narratives.

27. Fiction Puzzle: Storiable Challenge in Pragmatist Videogame Aesthetics.

28. Testing a Dual-Process Model of Media Enjoyment and Appreciation.

29. Amateurs online: Creativity in a community.

30. Hypertext Revisited.

31. VIRTUAL TOOLKIT.

32. Video Game Meets Literature: Language Learning with Interactive Fiction.

33. Aligning game activity with educational goals: following a constrained design approach to instructional computer games.

34. DRAMA MANAGEMENT AND PLAYER MODELING FOR INTERACTIVE FICTION GAMES.

35. The design and development of Genarrator at Bournemouth University.

36. Cybertext redux: using digital game-based learning to teach L2 vocabulary, reading, and culture.

37. The influence of postmodern picturebooks on three boys' narrative competence.

38. BIOSHOCK AND THE ART OF RAPTURE.

39. Declarative Optimization-Based Drama Management in Interactive Fiction.

40. From Linear Story Generation to Branching Story Graphs.

41. Hypertext narrative and the reader: a view from cognitive theory.

42. VIDEOGAMES AND INTERACTIVE FICTION.

43. Building coherent plots in interactive fiction.

44. Character-based interactive story systems.

45. LOOKING AHEAD TO 2020: 5 KEY THINGS WE LEARNED AT DIGITAL BOOK WORLD 2019.

46. Interactive fiction: the story is just beginning.

47. Where Reading Meets Gaming.

48. TAKING LIBRARY COLLECTIONS OFF THE MAP.

49. Choosing an Emergent-Narrative Solution.

50. Interactive Narrative.

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