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The Trail of Lost Time

The Trail of Lost Time
Author: R. A. Montgomery
Publisher: Choose Your Own Adventure
Total Pages: 110
Release: 2011
Genre: Juvenile Fiction
ISBN: 9781937133030

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A map found on a New Mexico ranch leads to a mystical time traveling adventure, in a book where the reader determines the path and outcome of the story.


Curse of the Pirate Mist

Curse of the Pirate Mist
Author: Doug Wilhelm
Publisher: Choose Your Own Adventure
Total Pages: 133
Release: 2011
Genre: Juvenile Fiction
ISBN: 9781937133023

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A voyage to Guyana in hopes of retrieving a sunken ship's treasure leads to a dangerous pursuit, in a book where the reader determines the path and ending of the story.


Choose Your Own Adventure 2

Choose Your Own Adventure 2
Author: Bantam Doubleday Dell
Publisher: Bantam Dell Publishing Group
Total Pages:
Release: 1991-10-01
Genre:
ISBN: 9780553618228

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Treasure of the Onyx Dragon))Hijacked))Fight for Freedom))Master of Karate))Chinese Dragon))5 Vols.


Pirate Treasure of the Onyx Dragon

Pirate Treasure of the Onyx Dragon
Author: Alison Gilligan
Publisher: Choose Your Own Adventure
Total Pages: 129
Release: 2011
Genre: Juvenile Fiction
ISBN: 9781933390994

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The reader becomes caught up in the search for the "Onyx Dragon," a treasure ship that sank mysteriously more than a century before.


Role-Playing Game Studies

Role-Playing Game Studies
Author: Sebastian Deterding
Publisher: Routledge
Total Pages: 905
Release: 2018-04-17
Genre: Games & Activities
ISBN: 1317268318

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This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.


Twisty Little Passages

Twisty Little Passages
Author: Nick Montfort
Publisher: MIT Press
Total Pages: 306
Release: 2005-02-11
Genre: Business & Economics
ISBN: 9780262633185

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A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.


DEEP CARBON OBSERVATORY.

DEEP CARBON OBSERVATORY.
Author: PATRICK. STUART
Publisher:
Total Pages:
Release: 2020
Genre:
ISBN: 9781999340346

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Command Lines

Command Lines
Author: Jeremy Douglass
Publisher: ProQuest
Total Pages: 404
Release: 2007
Genre: Fiction
ISBN: 9780549363354

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The Interactive Fiction (IF) genre describes text-based narrative experiences in which a person interacts with a computer simulation by typing text phrases (usually commands in the imperative mood) and reading software-generated text responses (usually statements in the second person present tense). Re-examining historical and contemporary IF illuminates the larger fields of electronic literature and game studies. Intertwined aesthetic and technical developments in IF from 1977 to the present are analyzed in terms of language (person, tense, and mood), narrative theory (Iser's gaps, the fabula/sjuzet distinction), game studies/ludology (player apprehension of rules, evaluation of strategic advancement), and filmic representation (subjective POV, time-loops). Two general methodological concepts for digital humanities analyses are developed in relation to IF: implied code, which facilitates studying the interactor's mental model of an interactive work; and frustration aesthetics, which facilitates analysis of the constraints that structure interactive experiences. IF works interpreted in extended "close interactions" include Plotkin's Shade (1999), Barlow's Aisle (2000), Pontious's Rematch (2000), Foster and Ravipinto's Slouching Towards Bedlam (2003), and others. Experiences of these works are mediated by implications, frustrations, and the limiting figures of their protagonists.