ISSN 1327-9556
Vol. 22, Issue Special 49, 2018April 30, 2018 AEST
What games writing teaches us about creative writing: A case study of The Fullbright Company’s Gone Home
What games writing teaches us about creative writing: A case study of The Fullbright Company’s Gone Home
Articles in Vol. 22, Issue Special 49, 2018
Vol. 22, Issue Special 49, 2018
- Introduction: Writing and gamingRoss Watkins and Maria Takolander
- Teaching writing for videogamesLeena van Deventer
- Writing games: Popular and critical videogame writing over timeDan Golding
- What games writing teaches us about creative writing: A case study of The Fullbright Company’s _Gone Home_Maria Takolander
- _All the Delicate Duplicates_: Game building with[In] MezangelleMeg Breeze
- Branched and parsed: The tools of interactive narrative writingKatryna Starks
- A story without words: Challenges crafting narrative in the videogame _Rise_Dakoda Barker
- Connecting player and character agency in videogamesAlayna Cole
- Surveying VR storytelling: Investigating key terminology and the role of the procedural authorBrooke Maggs
- Building the character: Imagined consciousness in roleplaying videogamesMatthew S. S. Johnson
- Waking up as Alan: Game novelisation and the player-reader-writerRoss Watkins
- Making it old and new: Intermedial print-digital approaches to the novel as response to media competitionRhett Davis
Takolander, Maria. 2018. “What Games Writing Teaches Us about Creative Writing: A Case Study of The Fullbright Company’s Gone Home.” TEXT 22 (Special 49): 1–13. https://doi.org/10.52086/001c.25623.