Abstract
This paper explores narration in film and in videogames/virtual environments/interactive narratives. Particular attention is given to their use of the continuity of time, space and action and this is used as a means of classifying different types of work. The authors argue that the the creators of these videogames etc. need to have more authorial presence and that this can only be done through abandonning their traditional reliance on the continuity of time, space and action.
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Clarke, A., Mitchell, G. (2001). Film and the Development of Interactive Narrative. In: Balet, O., Subsol, G., Torguet, P. (eds) Virtual Storytelling Using Virtual Reality Technologies for Storytelling. ICVS 2001. Lecture Notes in Computer Science, vol 2197. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-45420-9_10
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DOI: https://doi.org/10.1007/3-540-45420-9_10
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