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The Hacker: New Mythical Content of Narrative Games

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Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 4326))

Abstract

Mythology and its general relevance for popular culture is is a framework of growing importance for understanding the way narrative games function as cultural artefacts within society. Myths are better compatible than conventional stories with the key characteristics of games: interactivity, (world)simulation and gameplay. Furthermore, games as a technologically advanced medium, open up new mythological perspectives on contemporary society and technology, a perspective where the hacker is proposed as the new hero of this day and age.

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© 2006 Springer-Verlag Berlin Heidelberg

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Dormans, J. (2006). The Hacker: New Mythical Content of Narrative Games. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds) Technologies for Interactive Digital Storytelling and Entertainment. TIDSE 2006. Lecture Notes in Computer Science, vol 4326. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11944577_11

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  • DOI: https://doi.org/10.1007/11944577_11

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-49934-3

  • Online ISBN: 978-3-540-49935-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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