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
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“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
Still being checked.
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
Play and Gameful Movies: The Ludification of Modern Cinema
Larsen, L. J. (2017) · Games and Culture · doi:10.1177/1555412017700601 · Cited by 34
Koenitz, H. (2018) · Arts · doi:10.3390/arts7040051 · Cited by 31
Sutherland, L. (2020) · Agriculture and Human Values · doi:10.1007/s10460-020-10121-w · Cited by 24
Bódi, B. (2022) · Routledge eBooks · doi:10.4324/9781003298786 · Cited by 22
Thinking Outside the ‘Murder Box’: Virtual Violence and Pro-social Action in Video Games
Denham, J., & Spokes, M. (2018) · The British Journal of Criminology · doi:10.1093/bjc/azy067 · Cited by 22
Bianchi, M. (2017) · Ecozon European Journal of Literature Culture and Environment · doi:10.37536/ecozona.2017.8.2.1354 · Cited by 20
Maine, F. (2017) · Literacy · doi:10.1111/lit.12117 · Cited by 14
Game Design as an Autonomous Research Subject
Neves, P. P., & Zagalo, N. (2021) · Information · doi:10.3390/info12090367 · Cited by 14
Simulating the Ages of Man: Periodization in Civilization V and Europa Universalis IV
Koabel, G. (2017) · Loading · Cited by 12
Running With the Dead: Speedruns and Generative Rupture in Left 4 Dead 1 and 2
McKissack, F., & May, L. (2019) · Games and Culture · doi:10.1177/1555412018821528 · Cited by 10
Šindelář, J. (2022) · Journal of Contemporary European Studies · doi:10.1080/14782804.2022.2097206 · Cited by 8
Ethical Self-Reflection in Papers, Please
Sarian, A. A. (2019) · Cultural Science Journal · doi:10.5334/csci.122 · Cited by 6
From Aesthetics to Asymmetry: Contradictions of Ecological Play in Cities: Skylines
May, L., & Hall, B. (2023) · Games and Culture · doi:10.1177/15554120231219729 · Cited by 6
Armchair travel through video games: stories from elsewheres and elsewhens
Uzunogullari, S. (2022) · Leisure Studies · doi:10.1080/02614367.2022.2153904 · Cited by 6
Temporal Agency and Timeplay in Video Games
Gopinath, K. K., & Holopainen, J. P. (2025) · doi:10.26503/dl.v2025i2.2425 · Cited by 5
The Digital Lineage of Narrative: Analyzing Interactive Fiction to Further Understand Game Narrative
McGill, K. M. (2021) · International series on computer entertainment and media technology · doi:10.1007/978-3-030-81538-7_5 · Cited by 5
Haber Oyunları: Deneyimlenebilir Gerçeklik, Ludenik Haber Okuma, Amaç ve Normların Çatışması
Cengiz, V., & Kaya, S. (2022) · Selçuk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi · doi:10.52642/susbed.1097105 · Cited by 4
Making-Believe with Technology
Turner, P. (2016) · Human-computer interaction series · doi:10.1007/978-3-319-42235-0_8 · Cited by 3
Introduction: Videogames as Performances
Jayemanne, D. (2017) · Springer eBooks · doi:10.1007/978-3-319-54451-9_1 · Cited by 3
Video Games as Animation: Inquiries into the Animatic Nature of Playable Images
Navarro-Remesal, V. (2024) · Springer eBooks · doi:10.1007/978-3-031-65487-9_3 · Cited by 3
Pathfinding Affect: Reading Maps, Bodies and the Affective in Colonial Videogames
Mukherjee, S. (2022) · Parallax · doi:10.1080/13534645.2023.2184948 · Cited by 3
Self-citationMaine, F. (2017) · Springer eBooks · doi:10.1007/978-981-10-4364-2_13 · Cited by 3
Dear Punchy: Representing and Feeling Writing in Animal Crossing
Bohunicky, K. M. (2021) · Loading · doi:10.7202/1075262ar · Cited by 2
Centaurs and Horsemen: Composite Avatars and the Epistemology of the Playable Figure
Backe, H.-J. (2022) · Narrative · doi:10.1353/nar.2022.0027 · Cited by 2
No Uglies: Rejection and Utopia in "Animal Crossing: New Horizons"
Calloway, A. (2024) · Replay The Polish Journal of Game Studies · doi:10.18778/2391-8551.11.05 · Cited by 2
Narrative Game Mechanics and Interactive Fiction
McGill, K. M. (2018) · Lecture notes in computer science · doi:10.1007/978-3-030-04028-4_32 · Cited by 2
Diversity of Immersion Mechanics in Videoludic Novels
Emmanuelle, L., & Dumoulin, P. (2023) · Digital Studies / Le champ numérique · doi:10.16995/dscn.9621 · Cited by 2
That’s not How It Should End: The Effect of Reader/Player Response on the Development of Narrative
Clark, L. (2017) · Lecture Notes in Computer Science · doi:10.1007/978-3-319-71027-3_42 · Cited by 1
Playing the Hybrid Subject: The Slave and the Subaltern in Videogames
Mukherjee, S. (2017) · Springer eBooks · doi:10.1007/978-3-319-54822-7_3 · Cited by 1
Self-citationIntegrating Video Games and Scholastic Esports Into Preservice Teacher Experiences
Harvey, M. M., López, J. L. C., Wickham, M., Deuel, A. G., & Savage, C. (2021) · Advances in game-based learning book series · doi:10.4018/978-1-7998-7069-2.ch004 · Cited by 1
Huber, S. (2025) · Lecture notes in computer science · doi:10.1007/978-3-032-11108-1_39 · Cited by 1
Video-Gaming in(to) Literature
Milesi, L. (2019) · doi:10.5040/9781501330520.ch-007 · Cited by 1
Creating a Classroom Affinity Space with Video Games and Virtual Reality as Literature
Harvey, M. M., & Pence, L. E. P. (2021) · Emerald Group Publishing Limited eBooks · doi:10.1108/s1479-368720210000036015 · Cited by 1
The Hanged Rhizome on the Tree: Arborescence and Multiplicity in Disco Elysium
Ávila, J. F. B. (2021) · Baltic screen media review./Baltic screen media review · doi:10.2478/bsmr-2021-0005 · Cited by 1
Jankowski, F. (2022) · Replay The Polish Journal of Game Studies · doi:10.18778/2391-8551.08.06 · Cited by 1
Narrative Refusals, Lacunae, and the Reference by Absence in Quantum Break Novelization
Waszkiewicz, A. (2024) · Przegląd Kulturoznawczy · doi:10.4467/20843860pk.24.041.21236 · Cited by 1
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
Thorne, S. (2018) · Carleton University's Institutional Repository (MacOdrum Library, Carleton University) · doi:10.22215/etd/2018-12889 · Cited by 1
"Divided Kingdom, 561" A Case Study: Communicating Historical Narratives Through Board Games
Cronkite, M. (2021) · Carleton University's Institutional Repository (MacOdrum Library, Carleton University) · doi:10.22215/etd/2021-14806 · Cited by 1
PSYCHOLOGICAL APPROACH TO THE CHARACTERS OF E LITERATURE FINAL FANTASY TACTICS: THE WAR OF THE LIONS
Saragih, J. M. A. A., Saragih, A., & Manullang, E. B. (2018) · LINGUISTICA · doi:10.24114/jalu.v7i4.13288
Julio Cortázar gamer: "Rayuela" e sua repercussão nos livros-jogos
da Silva, P. P. (2020) · Revista Entrecaminos · doi:10.11606/issn.2447-9748.v4i1p147-162
Villanueva-Romero, D. (2017) · Ecozon European Journal of Literature Culture and Environment · doi:10.37536/ecozona.2017.8.2.2046
PSYCHOLOGICAL APPROACH TO THE CHARACTERS OF E-LITERATURE FINAL FANTASY TACTICS: THE WAR OF THE LIONS
Saragih, J. M. A. A. (2018) · LINGUISTICA · doi:10.24114/ling.v7i1.9192
The Player and Game Studies’ Rhetoric of Inclusion
Crowley, A. (2022) · Springer eBooks · doi:10.1007/978-3-031-00144-4_4
Crowley, A. (2022) · Springer eBooks · doi:10.1007/978-3-031-00144-4_1
(2022) · Emerald Group Publishing Limited eBooks · doi:10.1108/978-1-80117-736-820221009
The Necessary Additions for Making Good Game Products
Gao, J. (2023) · Advances in Economics Management and Political Sciences · doi:10.54254/2754-1169/4/20221057
‘To se hem play, hyt was fayr game’: Playing & dancing in Thomas Chestre’s Sir Launfal
Morrison, C. (2023) · postmedieval a journal of medieval cultural studies · doi:10.1057/s41280-023-00273-3
Delioglanis, V. N. (2023) · Springer eBooks · doi:10.1007/978-3-031-27473-2_10
Reconciling Locative Gameplay and Hypernarrative Practices in Niantic Games
Delioglanis, V. N. (2023) · Springer eBooks · doi:10.1007/978-3-031-27473-2_9
Introduction: When Faust Entered the Holodeck…
Schniz, F., & Marcato, L. (2023) · Edition Kulturwissenschaft · doi:10.14361/9783839461921-001
Student Learning and Literacy Practices When Video Games Are Incorporated into a Secondary Classroom
Smith, A. (2023) · ISU Red - Research and eData (Illinois State University) · doi:10.30707/etd2023.20240124055108390854.999978
Lendo jogos e jogando livros: o jogar videogame como atividade textual-discursiva
Silva, R., & Ifa, S. (2022) · Revista Leitura · doi:10.28998/2317-9945.202274.13-28
König, P. (2024) · Abhandlungen zur Medien- und Kulturwissenschaft · doi:10.1007/978-3-662-69537-1_17
Playing rogues: Picaresque experiences in videogames
Durán, D. M. (2024) · Eludamos Journal for Computer Game Culture · doi:10.7557/23.7750
Role-Playing Games and Playing the Zombie
Farnsworth, S. (2025) · Springer eBooks · doi:10.1007/978-3-031-24734-7_49-1
Role-Playing Games and Playing the Zombie
Farnsworth, S. (2025) · Springer eBooks · doi:10.1007/978-3-031-24734-7_49-2
Despot: The game that looks back
Sarian, A. A. (2025) · Eludamos Journal for Computer Game Culture · doi:10.7557/23.7912
Vallières, A., Dumoulin, P., & Emmanuelle, L. (2025) · Matlit Revista do Programa de Doutoramento em Materialidades da Literatura · doi:10.14195/2182-8830_12-1_5
How decisive are you while playing a video game? Empathy, agency and gender in playable texts
Bubnowska, M. (2025) · Beyond Philology An International Journal of Linguistics Literary Studies and English Language Teaching · doi:10.26881/bp.2025.2.05
Réti, Z. O. (2025) · American, British and Canadian Studies · doi:10.2478/abcsj-2025-0016
Emergent ecological dynamics in videogames: What player paratexts reveal
May, L. (2025) · Eludamos Journal for Computer Game Culture · doi:10.7557/ejcgc.v16i2.7849
Purcell, A. J. (2022) · WakeSpace Scholarship (Wake Forest University)
The Trial Grounds: Exploring Transgressive Queer Play Possibilities in Dead by Daylight
Roberts, J. (2024) · Spectrum Research Repository (Concordia University)
Role-Playing Games and Playing the Zombie
Farnsworth, S. (2025) · Springer eBooks · doi:10.1007/978-3-032-05696-2_49
Tîrban, E. (2025) · Language for International Communication: Linking Interdisciplinary Perspectives (LICLIP) · doi:10.22364/lincs.2025.14
May, L., & Hall, B. (2025) · Green Letters · doi:10.1080/14688417.2026.2638183
Murat, U. Z. U. N. (2026) · Elektronik Cumhuriyet İletişim Dergisi · doi:10.54089/ecider.1774449
Engineering empathy: simulation and species cosmopolitanism in Prey
Yazdanjoo, M., & Delghandi, S. J. (2026) · Journal for Cultural Research · doi:10.1080/14797585.2026.2697228
Narrative Game Mechanics: An analysis of Undertale
Tate, W. (2026) · International Conference on the Foundations of Digital Games (FDG) · doi:10.1145/3815598.3815657
Estetika Visual Pencahayaan dan Palet Warna dalam Membangun Atmosfer Sinematik Red Dead Redemption 2
Fauzan, L., & Faruq, M. Y. A. (2026) · JURNAL RISET RUMPUN SENI DESAIN DAN MEDIA · doi:10.55606/jurrsendem.v5i2.9922
Literary Narrative in Game Cultures
Mukherjee, S. (2026) · Oxford University Press eBooks · doi:10.1093/9780197851470.003.1580
Self-citationCosta, D. L., & Aragão, G. L. M. (2026) · Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames) · doi:10.5753/sbgames_estendido.2026.25819
Comic, Spiel und Buch. Formen narrativer und spielmechanischer Hybridität
Bachmann, C. A., & Klöppel, M. (2026) · Springer eBooks · doi:10.1007/978-3-658-51478-5_5
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
About these checks
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.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review
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.