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Change Your Past, Your Present, Your Future? Interactive Narratives and Trauma in Bandersnatch (2018)
11 references·1 citing·33 second hop
Change Your Past, Your Present, Your Future? Interactive Narratives and Trauma in Bandersnatch (2018) (2019)Change Your Past, Your Present, Your Futu…Understanding Digital Culture (2020)Understanding Digital CultureAlice's Adventures in Wonderland (2015)Alice's Adventures in Wonderl…Breaking the fourth wall: direct address in the cinema (2012)Breaking the fourth wall: dir…Fundamentals of game design (2010)Fundamentals of game designHyper-Narrative Interactive Cinema (2008)Hyper-Narrative Interactive C…The Game Design Reader: A Rules of Play Anthology (2005)The Game Design Reader: A Rul…Interactive Dramaturgies (2004)Interactive DramaturgiesThe Video Game Theory Reader (2003)The Video Game Theory ReaderTrauma: explorations in memory (1996)Trauma: explorations in memoryTrauma (1995)TraumaThrough the Looking-Glass: And What Alice Found There (1871)Through the Looking-Glass: An…Reading Digital Fiction (2024)Reading Digital FictionThe Structure of Scientific Revolutions (1963)The Tourist: A New Theory of the Leisure Class. (1977)Madness and Civilization (2006)Video Games and Digital Literacies (2010)Creative Crowds. Perspektiven der Fanforschung im deutschsprachigen Raum (2014)Role of authenticity in massively multiplayer online role playing games (MMORPGs): Determinants of virtual item purchase intention (2018)The Standard Edition of the Complete Psychological Works of Sigmund Freud (1953)On the Emergence of Memory in Historical Discourse (2000)Toward a Theory of Anti-Oppressive Education (2000)Cultural memory studies : an international and interdisciplinary handbook (2008)Defining Game Mechanics (2008)Handbook of Research on Effective Electronic Gaming in Education (2009)The Design, Play, and Experience Framework (2009)Male, female: The evolution of human sex differences. (1998)What is assessment for learning? (2011)A conceptual map of political participation (2014)The Shudder of a Cinephiliac Idea? Videographic Film Studies Practice as Material Thinking (2014)16. Stance in fiction (2017)The Empathic Screen (2019)Multimodal measurement of cognitive load during subtitle processing (2017)Think Transmedia! (2018)Genre and game studies: Toward a critical approach to video game genres (2006)Don't Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft (2009)The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016)The emergence of network media logic in political communication: A theoretical approach (2014)Understanding user participation in online communities: A systematic literature review of empirical studies (2015)Social motivations of live-streaming viewer engagement on Twitch (2018)Making humanitarian relief networks more effective: operational coordination, trust and sense making (2005)Effectiveness of cognitive-behavioural, person-centred, and psychodynamic therapies in UK primary-care routine practice: replication in a larger sample (2007)Transmedial Storytelling and Transfictionality (2013)Cultural Trauma (2001)Factors contributing to posttraumatic growth: A proposed structural equation model. (2003)Beyond the suffering subject: toward an anthropology of the good (2013)
this work references cited by second hop

References

  • 1996Trauma: explorations in memory2,360 cited
  • 1995Trauma1,617 cited
  • 1871Through the Looking-Glass: And What Alice Found There1,333 cited
  • 2010Fundamentals of game design1,226 cited
  • 2015Alice's Adventures in Wonderland782 cited
  • 2003The Video Game Theory Reader625 cited
  • 2020Understanding Digital Culture374 cited
  • 2005The Game Design Reader: A Rules of Play Anthology351 cited
  • 2012Breaking the fourth wall: direct address in the cinema63 cited
  • 2008Hyper-Narrative Interactive Cinema26 cited
  • 2004Interactive Dramaturgies7 cited

Cited by

  • 2024Reading Digital Fiction17 cited

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