The Routledge Companion to Video Game Studies
DOI: 10.4324/9780203114261.ch57
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“…As an example, Marta and Carla implemented a game sequence where the player would meet Ah Ra, the kidnapper of Jae Min, and would be attacked by her, thereby prompting a fight. This fighting mechanics – regularly explored in adventure videogames (Hayse, 2014), and therefore a regular ‘structure’ in this ‘game grammar’ – is reasonably easy to be implemented in MissionMaker , and Marta and Carla appropriated this procedure after some time (as can be seen in Figure 2 below, representing the rule that controls Ah Ra’s hostile behaviour). However, this grammatical stability would be later challenged by the proposed ending for Extrovertido.…”
Section: ‘We Will Think About It’: Grammar and Transductional Issuesmentioning
confidence: 99%
“…As an example, Marta and Carla implemented a game sequence where the player would meet Ah Ra, the kidnapper of Jae Min, and would be attacked by her, thereby prompting a fight. This fighting mechanics – regularly explored in adventure videogames (Hayse, 2014), and therefore a regular ‘structure’ in this ‘game grammar’ – is reasonably easy to be implemented in MissionMaker , and Marta and Carla appropriated this procedure after some time (as can be seen in Figure 2 below, representing the rule that controls Ah Ra’s hostile behaviour). However, this grammatical stability would be later challenged by the proposed ending for Extrovertido.…”
Section: ‘We Will Think About It’: Grammar and Transductional Issuesmentioning
confidence: 99%