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dc.contributor.authorJørgensen, Finn Arne
dc.date.accessioned2022-08-05T13:32:53Z
dc.date.available2022-08-05T13:32:53Z
dc.date.created2022-06-29T09:02:23Z
dc.date.issued2022
dc.identifier.citationJørgensen, F. A. (2022). Walking and worlding: TRAILS AS STORYLINES IN VIDEO GAMES. In D. Svensson, K. Saltzman, & S. Sörlin (Eds.), Pathways: Exploring the Routes of a Movement Heritage (pp. 186–200). White Horse Press.en_US
dc.identifier.isbn9781912186600
dc.identifier.urihttps://hdl.handle.net/11250/3010400
dc.description.abstractVideo games have grown into a major industry, ranging across a variety of genres that appeal to many kinds of users. No longer a niche phenomenon, video games are part of mainstream popular culture. During the COVID lockdowns of 2020 and 2021, more people than ever turned to video games for entertainment and social interactions.¹ Confined to their homes by lockdowns and restrictions, many embraced video game worlds as complements to, not replacements for, the world outside their homes. Games are not only a way to pass the time, but also a truly meaningful activity to many.en_US
dc.language.isoengen_US
dc.publisherWhite Horse Pressen_US
dc.relation.ispartofPathways : Exploring the routes of a movement heritage
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.no*
dc.subjectvideospillen_US
dc.subjectstory linesen_US
dc.titleWalking and Worlding : Trails as Storylines in Video Gamesen_US
dc.typeChapteren_US
dc.description.versionpublishedVersionen_US
dc.subject.nsiVDP::Humaniora: 000en_US
dc.source.pagenumber186-200en_US
dc.identifier.doi10.3197/63787710662654.ch09
dc.identifier.cristin2035955
dc.relation.projectNorges forskningsråd: 287969en_US
dc.relation.projectUniversitetet i Stavanger: in11621en_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal
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