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ISSN 1327-9556
Special Issues: scholarly article
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

Maria Takolander,
games writingliterary gamestheorising creativitycreative writing
https://doi.org/10.52086/001c.25623

Articles in Vol. 22, Issue Special 49, 2018

Vol. 22, Issue Special 49, 2018
  • Introduction: Writing and gaming
    Ross Watkins and Maria Takolander
  • Teaching writing for videogames
    Leena van Deventer
  • Writing games: Popular and critical videogame writing over time
    Dan 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] Mezangelle
    Meg Breeze
  • Branched and parsed: The tools of interactive narrative writing
    Katryna Starks
  • A story without words: Challenges crafting narrative in the videogame _Rise_
    Dakoda Barker
  • Connecting player and character agency in videogames
    Alayna Cole
  • Surveying VR storytelling: Investigating key terminology and the role of the procedural author
    Brooke Maggs
  • Building the character: Imagined consciousness in roleplaying videogames
    Matthew S. S. Johnson
  • Waking up as Alan: Game novelisation and the player-reader-writer
    Ross Watkins
  • Making it old and new: Intermedial print-digital approaches to the novel as response to media competition
    Rhett Davis
TEXT
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.
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