The Character as Subjective Interface

This paper re-frames virtual interactive characters as “subjective interfaces” with the purpose of highlighting original affordances for interactive storytelling through conversation. This notion is theoretically unpacked in the perspectives of narratology, interaction design and game design. Existing and imagined scenarios are presented in which subjective interfaces are elevated as core

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Dire, faire et être par les jeux vidéo: l’éthique et la performativité au prisme des rhétoriques procédurale et processuelle

Les jeux ne sont pas exempts de discours, de valeurs et de représentations idéologiques qui peuvent être organisés sous forme de rhétorique visuelle et linguistique, mais également sous forme de rhétoriques procédurale et processuelle rendues possibles grâce à l’interactivité. La rhétorique procédurale « fait faire » des actions au joueur

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Canada

This chapter chronicles the history of Canada’s video game industry, across its main regional clusters (Vancouver, Montreal, Toronto; Québec City, Ottawa-Gatineau, London and Edmonton). The dynamics of inter-provincial competition, fueled by tax credits and proximity to United States hubs, is discussed, as well as the growth and transformations throughout the

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Post-narratology: A case for object-oriented narrative game studies

I currently see two promising ways in which narrative game research could productively bridge the contents/expression, object/process divide: 1) by studying particular narrative figures or tropes, such as the fail/retry cycle in games, or a phenomenon I recently coined “pandiegetic conspiracies”, where it seems like the entirety of the fictional

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