2018
DOI: 10.22215/epoiesen/2018.1
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Path of Honors: Towards a Model for Interactive History Texts with Twine

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Cited by 2 publications
(4 citation statements)
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“…Overall, when designing HVG videogames, authorship must not be seen as indivisible not be claimed by the author alone. As previously stated by Janet Murray (2000, p. 74, 81, 129), “authorship” in digital environments is shared, supposes a partition between an “author” in charge of tuning the system's parameters and a “reader” whose role is to explore that system. In other words, any choice actualized by the latter is necessarily contained within a set of virtual choices defined by the author.…”
Section: For Historiographical Game Designmentioning
confidence: 99%
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“…Overall, when designing HVG videogames, authorship must not be seen as indivisible not be claimed by the author alone. As previously stated by Janet Murray (2000, p. 74, 81, 129), “authorship” in digital environments is shared, supposes a partition between an “author” in charge of tuning the system's parameters and a “reader” whose role is to explore that system. In other words, any choice actualized by the latter is necessarily contained within a set of virtual choices defined by the author.…”
Section: For Historiographical Game Designmentioning
confidence: 99%
“…Fortunately, judging from the existing projects, the need for the acquisition of a minimal degree of computer-game literacy has been taken into consideration, as historians actively engage in the design process. For instance, historian Kevin Kee acted as project manager, researcher, and writer for Outbreak (Kee & Bachynski, 2009, p. 5), while Jeremiah McCall used the quite accessible Twine engine coding language to transpose his own historical works into the game Path of Honors (McCall, 2018).…”
Section: Historical Mediation and Ludic Mediationmentioning
confidence: 99%
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“…1 Depuis plusieurs années, une part croissante des tenants d'une approche historienne du jeu vidéo (les historical game studies, qui s'intéressent aux représentations du passé et aux discours historiques véhiculés par les jeux vidéo, Chapman et al, 2016) déplacent leurs efforts de l'étude des oeuvres vidéoludique à celle de leur conception. Ils se proposent d'en décrire les ressorts, d'en documenter les pratiques, voire de prescrire les codes esthétiques et les principes méthodologiques vers lesquels devraient tendre les productions futures (Egea-Vivancos et Arias-Ferrer, 2021 ;Hiriart, 2019 ;McCall, 2018McCall, , 2020Yang, 2021). L'un des enjeux centraux est de parvenir à identifier les principes de conception sur lesquels reposent les dispositifs ludiques les plus aptes à véhiculer une représentation valable du passé, à communiquer « des thèmes, des théories, des preuves, des arguments » (Chapman et al, 2016, p. 11) d'une manière conforme avec les principes méthodologiques de la discipline historique.…”
Section: Playing Material: An Historical Videogame Research-creation ...unclassified