Milena Srandeva explores the rise in choice-driven game play and why consumers love being able to decide the story’s fate.
Since the pandemic, people have undeniably turned to playing video games as a way of keeping themselves entertained with their newfound free time. And perhaps they aren’t so bad as we might think?
Since before the launch of Pokemon Sword and Shield, there has been a lot of controversy over the decision to cut certain Pokemon from the game. This marked a first for the series, as in previous games all Pokemon were included.
Every story in any medium has 3 things in common: a beginning, a middle, and an end. The order of it is of course subject to change, as anyone who’s read Catch-22 or watched Arrival (2016) would tell you. Now, let’s dispel the notion that you can only have one of each within the framework of a narrative.
It’s 4am in America, a Tuesday in March 2016. In a haze, you notice something start to go wrong with the TV. It seems as though it’s picking up CCTV footage of a suburban family, preparing for a kid’s party while a teen lies silently on the floor – apparently sulking.
by Rachel Day Video games may not be the first thing that come to mind as a way of encouraging children to read, but they’re exactly what computer scientists at Lancaster University […]
Micah Mackay When I first made the mistake of bringing up the relationship between literature and video games in a room full of Interactive Media undergraduates, I was bombarded with questions. Are […]