Personal adventures: the shift from player to author
dc.contributor.advisor | Moulthrop, Stuart | |
dc.contributor.author | Salter, Anastasia | |
dc.contributor.department | University of Baltimore. School of Information Arts and Technologies | en_US |
dc.contributor.program | University of Baltimore. Doctor of Communications Design | en_US |
dc.date.accessioned | 2016-12-19T15:46:00Z | |
dc.date.available | 2016-12-19T15:46:00Z | |
dc.date.issued | 2010-05 | |
dc.description | D.S. -- University of Baltimore, 2010 | en_US |
dc.description | Dissertation submitted to the School of Information Arts and Technologies of the University of Baltimore in partial fulfillment of the requirements for the degree of Doctor of Communications Design | en_US |
dc.description.abstract | The formative years of computer gaming saw the birth of a genre dedicated to storytelling as a primary experience. These games, adventure games, briefly rose to dominance within the industry in the nineties but faded fast. Sequels in the major franchises and planned games for the new millennium were mostly cancelled, and the genre is often held up as an example of a failed experiment where games tried too hard to play the role of traditional media. Yet while commercial innovation fell to the wayside fan communities continued to keep the genre alive, passing around games deemed abandonware and building their own games, both extensions of the familiar and new narratives. These projects emerge from communities united not by love of any single classic game but by devotion to a genre, a form, which the members of the community extended and rebuilt. The fans who created ways to extend this form of gaming throughout two decades were concerned less with evolution in graphics and processor speeds than with keeping games playable and available on modern computers. Their efforts created value even in games that had been left unsold by developers for ten years or more, and a revitalization in the genre has begun with innovation moving freely from communal to commercial space. | en_US |
dc.format.extent | 181 leaves | en_US |
dc.format.mimetype | application/pdf | |
dc.genre | dissertations | en_US |
dc.identifier | doi:10.13016/M29V5Z | |
dc.identifier.other | Salter_baltimore_0942A_10005 | |
dc.identifier.other | UB_2010_Salter_A | |
dc.identifier.uri | http://hdl.handle.net/11603/3699 | |
dc.language.iso | en_US | en_US |
dc.rights | This item may be protected under Title 17 of the U.S. Copyright Law. It is made available by the University of Baltimore for non-commercial research and educational purposes. | en_US |
dc.subject | adventure games | en_US |
dc.subject | authorship | en_US |
dc.subject | copyright | en_US |
dc.subject | digital narrative | en_US |
dc.subject | new media | en_US |
dc.subject.lcsh | Electronic games | en_US |
dc.subject.lcsh | Mass media and culture | en_US |
dc.subject.lcsh | Video games | en_US |
dc.title | Personal adventures: the shift from player to author | en_US |
dc.type | Text | en_US |