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dc.contributor.authorVeale, KRen_US
dc.date.accessioned2016-11-28T02:39:46Z
dc.date.available2015-12-13en_US
dc.date.available2015-03-12en_US
dc.date.issued2015-12-13en_US
dc.identifierhttp://todigra.org/index.php/todigra/article/view/44en_US
dc.identifier.citationTransactions of the Digital Games Research Association, 2015, Special Issue: The Inaugural DiGRA Australia conference, 2 (1), pp. 129 - 163 (35)en_US
dc.description.abstractWhen considering the elements that shape our experience of fiction, the line distinguishing the text itself from the processes we go through in negotiating that text is easy to miss. Even something as simple as knowing roughly how far through a book we are as we read will influence our experience of the story. If the same story is moved into a hypertext context that eliminates that physical awareness from the experience, then that changes our mode of engagement. Understanding how different modes of engagement shape our experiences of fiction will be helpful not just for the analysis of new media storytelling, but for understanding how we have already been telling stories for a very long time. What sets the experience of videogames apart from other forms of mediated storytelling is that the person playing the game can come to feel responsible for events and characters within a fictional world.en_US
dc.format.extent129 - 163 (35)en_US
dc.publisherDigital Games Research Association (DiGRA)en_US
dc.relation.isreplacedby123456789/6267
dc.relation.isreplacedbyhttp://hdl.handle.net/123456789/6267
dc.relation.urihttp://todigra.org/index.php/todigra/article/view/44en_US
dc.rights© The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 2.5 Generic License (http://creativecommons.org/licenses/by-nc-nd/2.5/)
dc.subjectAffecten_US
dc.subjectCathexisen_US
dc.subjectErgodic Literatureen_US
dc.subjectModes of engagementen_US
dc.subjectResponsibilityen_US
dc.subjectStructural incoherenceen_US
dc.subjectWorld-of-concernen_US
dc.titleAffect, responsibility, and how modes of engagement shape the experience of videogamesen_US
dc.typeJournal Article
dc.citation.volume2en_US
dc.description.confidentialfalseen_US
dc.description.confidentialfalseen_US
dc.description.confidentialfalseen_US
dc.description.confidentialfalseen_US
dc.description.confidentialfalseen_US
dc.identifier.elements-id257093
dc.relation.isPartOfTransactions of the Digital Games Research Associationen_US
dc.citation.issue1en_US
dc.citation.issue1en_US
dc.citation.issue1en_US
dc.citation.issue1en_US
dc.citation.issue1en_US
dc.description.publication-statusPublisheden_US
dc.description.publication-statusPublisheden_US
dc.description.publication-statusPublisheden_US
dc.description.publication-statusPublisheden_US
dc.description.publication-statusPublisheden_US
pubs.organisational-group/Massey University
pubs.organisational-group/Massey University/College of Humanities and Social Sciences
pubs.organisational-group/Massey University/College of Humanities and Social Sciences/School of English & Media Studies
dc.edition.editionSpecial Issue: The Inaugural DiGRA Australia conferenceen_US
dc.edition.editionSpecial Issue: The Inaugural DiGRA Australia conferenceen_US
dc.edition.editionSpecial Issue: The Inaugural DiGRA Australia conferenceen_US
dc.edition.editionSpecial Issue: The Inaugural DiGRA Australia conferenceen_US
dc.edition.editionSpecial Issue: The Inaugural DiGRA Australia conferenceen_US
dc.identifier.harvestedMassey_Dark
pubs.notesNot knownen_US


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