An examination of narrative development in the gaming industry, referencing changing attitudes in gaming culture against a broader view of how this relates to the ways in which (specific) games are developing within the market. I am particularly interested in the effects of the “Ludic Aesthetic”, a phenomenon I have proposed myself, on how gamers perceive, react to, and change because of experiential gameplay in certain genres. This loosely links to a range of works presently being undertaken in the fields of virtual and augmented reality, uses of gaming structures for alternate means, literature and narratives, and simulation in gaming.
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