Please use this identifier to cite or link to this item: http://bura.brunel.ac.uk/handle/2438/1058
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dc.contributor.authorKrzywinska, T-
dc.coverage.spatial29en
dc.date.accessioned2007-07-16T08:22:06Z-
dc.date.available2007-07-16T08:22:06Z-
dc.date.issued2007-
dc.identifier.urihttp://bura.brunel.ac.uk/handle/2438/1058-
dc.description.abstractMy focus here is to explore the ways in which World of Warcraft can be said to have a long narrative. Core to my argument is that 'worldness' is key to understanding how it is that long narrative can be sustained and make sense. I will historicise long narrative formats through reference to epic poetry--taking as my starting point the battle of narrative form between Arachne and Minerva in Ovid's Metamorphosis, as well showing that world-based long narratives are often driven by media economics and especially franchising. Using Buffy the Vampire Slayer as a point of comparison, I show that because the 'World' of Warcraft is driven ludically, a rather different type of long narrative is produced than found in other media formats.en
dc.format.extent717720 bytes-
dc.format.mimetypeapplication/pdf-
dc.language.isoen-
dc.subjectvideo gamesen
dc.subjectnarrativeen
dc.titleArachne Challenges Minerva: The Spinning Out of Long Narrative in World of Warcraft and Buffy the Vampire Slayeren
dc.typeWorking Paperen
Appears in Collections:Dept of Social and Political Sciences Research Papers

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