... Sydney, 2010), 12–33.64 Starjackerseth, review of The Elder Scrolls IV: Oblivion, Bethesda Sotworks, GameFAQs (Accessed 15 February 2014), < http://www.gamefaqs.com/xbox360/927345-the-elder-scrolls-iv-oblivion/reviews/review-121349>; and Daniel Ran, 'The Elder Scrolls: Retrospective,' Daniel Ran's blog (Accessed 15 February ...
Tópico(s): Digital Humanities and Scholarship
2014 - Taylor & Francis | Musicology Australia
... to closely play a video game, Bethesda Softworks The Elder Scrolls IV: Oblivion, to examine the roles religion plays in one video game. I ...
Tópico(s): Comics and Graphic Narratives
2011 - Equinox Publishing | Religious Studies and Theology
John-Paul Kelly, Adi Botea, Sven Koenig,
... We apply our ideas to the commercial game The Elder Scrolls IV: Oblivion, with encouraging results. Our system generates scripts automatically ...
Tópico(s): Software Engineering Research
2021 - | Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Tópico(s): Medieval Literature and History
2011 - | Game studies
... be created in (1) solo-player games like Elder Scrolls IV: Oblivion, (2) multiplayer games like Star Wars: The Old Republic, (3) a nongame virtual world like ...
Tópico(s): Gothic Literature and Media Analysis
2013 - Taylor & Francis | The Information Society
... and role enrichment. I will provide examples from The Elder Scrolls IV: Oblivion and The ElderScrolls V: Skyrim (Bethesda, 2006, 2011) to reveal ...
Tópico(s): Media, Religion, Digital Communication
2016 - | Transactions of the Digital Games Research Association
... player games are now powerful enough to convey the impression of shared worlds with social presence and social agency. Unfortunately, there are few clear definitions of "world" as it applies to commercial computer games, or as it could be used to help improvements these games. With that in mind, this paper will explore a framework for defining virtual worlds and then apply it to Elder Scrolls IV: Oblivion in terms of phenomenological, social, and cultural aspects. ...
Tópico(s): Digital Games and Media
2008 - | International Journal of Role-Playing