Abstract
Many of the games discussed in this book fall into the categories of shooter games (e.g., James Bond games, Counter-Strike), simulation/strategy(Civilization), or sports games. Most of these games are played on video consoles, and all of them feature graphical representations as a primary element. Neither of these qualities describes the games explored in this chapter, which deals with the genre of Interactive Fiction (IF). IF games are played only on computers and they are entirely text based. IF games trace their origins to the rise of computing and to paper-and-pencil role-playing games, such as Dungeons and Dragons during the 1970s. IF’s first games Adventure and Zork were also among the first computer games and led to the creation of Infocom, one of the most successful computer game companies of the 1980s. While IF games are no longer commercially viable, they are still being created, downloaded, and played by members of various Internet groups.
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References
Gee, James Paul. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
King, Brad, and John Borland. (2003). Dungeons and dreamers: The rise of computer game culture from geek to chic. New York: McGraw-Hill.
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© 2007 Cynthia L. Selfe and Gail E. Hawisher
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Keller, D., Ardis, P., Dunstan, V., Thornton, A., Henry, R., Witty, B. (2007). Gaming, Identity, and Literacy. In: Selfe, C.L., Hawisher, G.E., Van Ittersum, D. (eds) Gaming Lives in the Twenty-First Century. Palgrave Macmillan, New York. https://doi.org/10.1057/9780230601765_5
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DOI: https://doi.org/10.1057/9780230601765_5
Publisher Name: Palgrave Macmillan, New York
Print ISBN: 978-1-4039-7220-0
Online ISBN: 978-0-230-60176-5
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