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dc.contributor.authorAntonsen, Pål Fjeldvig
dc.date.accessioned2021-07-02T09:24:56Z
dc.date.available2021-07-02T09:24:56Z
dc.date.created2021-01-29T12:29:56Z
dc.date.issued2020
dc.PublishedBritish Journal of Aesthetics. 2020, .
dc.identifier.issn0007-0904
dc.identifier.urihttps://hdl.handle.net/11250/2763067
dc.description.abstractThe aim of this paper is to make sense of a characteristic feature of interactive fictions, such as video game fictions, adventure books and role playing games. In particular, I describe one important way consumers of interactive fiction ‘take on the role’ of a fictional character and are ‘involved’ in the story. I argue that appreciative engagement with such works requires imagining being someone else and imagining parts of the story in a self-locating manner. In short, consuming works of interactive fiction involves imagining the story from the protagonist’s perspective.en_US
dc.language.isoengen_US
dc.publisherOxford University Pressen_US
dc.rightsNavngivelse-Ikkekommersiell 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/deed.no*
dc.titleSelf-Location in Interactive Fictionen_US
dc.typeJournal articleen_US
dc.typePeer revieweden_US
dc.description.versionpublishedVersionen_US
dc.rights.holderCopyright 2020 The Authorsen_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode2
dc.identifier.doihttps://doi.org/10.1093/aesthj/ayaa037
dc.identifier.cristin1882318
dc.source.journalBritish Journal of Aestheticsen_US
dc.source.pagenumber41–52en_US
dc.relation.projectNorges forskningsråd: 251218en_US
dc.identifier.citationBritish Journal of Aesthetics. 2021, 61(1), 41–52en_US
dc.source.volume61en_US
dc.source.issue1en_US


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Navngivelse-Ikkekommersiell 4.0 Internasjonal
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