Dayna Galloway
Biographic Data
| ID | 3589687 |
|---|---|
| NAME | Dayna Galloway |
| GIVEN NAMES | Dayna |
| FAMILY NAME | Galloway |
| SIGNATURE | GALLOWAY D |
| AFFILIATIONS | Abertay University |
| ORCID | 0000-0002-2087-7702 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2007 |
| LATEST PUBLICATION YEAR | 2020 |
| H-INDEX | 1 |
Worlds at Our Fingertips
Video games are works of written code that portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies that blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms, and techniques; deploying text in an a…
From Michael Moore to JFK Reloaded
Traditionally, documentary has been presented as an objective portrayal of fact: the actualité. Recently, a new breed of ‘dramatic’ documentary that uses coercion; persuasion, and emotional manipulation has emerged to critical and commercial success. Contemporaneously, interactive entertainment has evolved to the point at which near-realism can be portrayed in real time. This, taken alongside the immersive interaction in which the industry specia…
Worlds at Our Fingertips
Video games are works of written code that portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies that blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms, and techniques; deploying text in an a…
From Michael Moore to JFK Reloaded
Traditionally, documentary has been presented as an objective portrayal of fact: the actualité. Recently, a new breed of ‘dramatic’ documentary that uses coercion; persuasion, and emotional manipulation has emerged to critical and commercial success. Contemporaneously, interactive entertainment has evolved to the point at which near-realism can be portrayed in real time. This, taken alongside the immersive interaction in which the industry specia…
Worlds at Our Fingertips
Video games are works of written code that portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies that blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms, and techniques; deploying text in an a…
Aesthetics (2 works) · Art (2 works) · Digital Games and Media (2 works) · Sociology (2 works) · Affordance (1 work) · Ambiguity (1 work) · Cinema and Media Studies (1 work) · Computer Science (1 work) · Digital Media and Philosophy (1 work) · Documentary evidence (1 work)