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    The History and Allure of Interactive Visual Novels

    The History and Allure of Interactive Visual Novels by Kretzschmar, Mark; Raffel, Sara;

    Series: Approaches to Digital Game Studies;

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      • Publisher's listprice GBP 28.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        14 671 Ft (13 973 Ft + 5% VAT)
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    14 671 Ft

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    Product details:

    • Publisher Bloomsbury Academic
    • Date of Publication 23 January 2025
    • Number of Volumes Paperback

    • ISBN 9781501370472
    • Binding Paperback
    • No. of pages pages
    • Size 216x138 mm
    • Language English
    • Illustrations 15 bw illus
    • 673

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    Long description:

    Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to sexuality.

    The History and Allure of Interactive Visual Novels begins with a comprehensive overview of the visual novel genre and the cultural evolution that led to its rise, then explains the tropes and appeal of subgenres like bishojo (cute girl games), detective games, horror, and eroge (erotic games). Finally, the book explores the future of the genre in both user-generated games and games from other genres that liberally borrow both narrative and ludological themes from visual novels.

    Whether you're a long-standing fan of the genre or a newcomer looking for a fresh experience, The History and Allure of Interactive Visual Novels will provide an accessible and critically engaging overview of a genre that is rich in storytelling yet often overlooked.

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    Table of Contents:

    PART 1: History and Interactivity

    1. Introduction: The Ludic Genre Devoted to Stories Meets Postmodernism

    2. Digital Books of the Rising Sun: Cultural and Technological Factors Leading to the Remediation of Manga and Anime

    3. Assembling the Nest: Cultural Vehicles that Incubated Visual Novels

    PART 2: Subgenres and Tropes

    4. The Aesthetics and Functions of Kawaii (Cute)Culture and Dating Simulators

    5. Detective Stories, Labyrinthian Puzzles, and Supernatural Horror (Oh, My!): The Rising Popularity of Mystery Visual Novels and Japanese Adventure Games

    6. Intimacy, Uncensored Pixels, and Groundhog Day Porn Loops: Erotic Visual Novels and Adult Content

    PART 3: Fan-Creators, Open-Source Software, and Genre-Melding?

    7. Rise of the Fan/Gamer/Creator: How Open-Source Software Influences a New Generation of Visual Novel

    8. Conclusion: The Future of Visual Novels: How Genre-Melders Keep the Dream Alive

    Appendix A: The Visual Novel-Adventure Game Starter Kit
    Ludography
    Index

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    The History and Allure of Interactive Visual Novels

    The History and Allure of Interactive Visual Novels

    Kretzschmar, Mark; Raffel, Sara;

    14 671 HUF

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