The DOI matches its Crossref record.
Video Games and Storytelling: Reading Games and Playing Books
Abstract
The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis other narrative media. This book underscore
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“members of the videogame pressure group, GamerGate, launched a lengthy campaign of death threats and harassment directed at videogame developers and journalists.”
From That’s not How It Should End: The Effect of Reader/Player Response on the Development of Narrative (2017) · cites this paper as [4]
In the citing paper
“following a mass shooting, perpetrator Anders Brevik spoke of Call of Duty's role in providing him with 'experience,'”
From That’s not How It Should End: The Effect of Reader/Player Response on the Development of Narrative (2017) · cites this paper as [4]
Citations
Cites
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Cited by
Gilbert, L. (2019) · Theory & Research in Social Education · doi:10.1080/00933104.2018.1560713 · Cited by 97
Koenitz, H. (2018) · Springer eBooks · doi:10.1007/978-3-031-23161-2_154 · Cited by 49
The Player Experience and Design Implications of Narrative Games
Toh, W. (2022) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2022.2085404 · Cited by 45
Counterfactual Communities: Strategy Games, Paratexts and the Player’s Experience of History
Apperley, T. H. (2018) · Open Library of Humanities · doi:10.16995/olh.286 · Cited by 41
Playful approaches to news engagement
Conill, R. F., Foxman, M., Jones, J., Sihvonen, T., & Siitonen, M. (2020) · Convergence The International Journal of Research into New Media Technologies · doi:10.1177/1354856520923964 · Cited by 40
Metadata
- Authors
- Mukherjee, S.
- Affiliations
- Presidency University (IN)
- Corresponding author
- Mukherjee, Souvik
- ORCID
- Mukherjee, Souvik
- Venue
- Palgrave Macmillan UK eBooks
- Publisher
- Palgrave Macmillan UK
- Published
- 2015
- OpenAlex
- W2488355641
- Cited by
- 57
- References
- 0
- Citations by year
- 2026: 5 · 2025: 8 · 2024: 5 · 2023: 8 · 2022: 9 · 2021: 4 · 2020: 2 · 2019: 3 · 2018: 5 · 2017: 7 · 2016: 1
- FWCI
- 4.11
- Type
- book
- Language
- en
- Open access
- closed
- Licence
- Locations
- Palgrave Macmillan UK eBooks (publishedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
- Social Sciences › Communication › Literature, Culture, and Aesthetics
- Keywords
- video games, storytelling, narrative media, player immersion, game narrative
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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
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Cite CoChat for the checks on this page, and the paper for its own findings.
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- CoChat. (2026). Citation check: Video Games and Storytelling: Reading Games and Playing Books. https://app.cochat.ai/papers/10.1057/9781137525055
- The paper
- Mukherjee, S. (2015). Video Games and Storytelling: Reading Games and Playing Books. Palgrave Macmillan UK eBooks. https://doi.org/10.1057/9781137525055
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.