dc.contributor.author | Timplalexi, Eleni | en |
dc.date.accessioned | 2019-01-22T11:20:52Z | |
dc.date.available | 2019-01-22T11:20:52Z | |
dc.date.issued | 2019-01-03 | en |
dc.identifier.issn | 2083-8530 | en |
dc.identifier.uri | http://hdl.handle.net/11089/26578 | |
dc.description.abstract | The article attempts first to introduce the reader to the deeper needs that gave rise to animation, a fundamental aspect of digital gaming and virtual worlds. It then tries to illuminate the various facets of digital performance and gaming, especially in relation to Shakespeare-themed and inspired digital games and virtual worlds, by putting forward some axes of classification. Finally, it both suggests some ideas that may be of use in rendering the Shakespeare gaming experience more “complete” and “theatrical” and ends by acknowledging the immense potential for the exploration of theatricality and performativity in digital games and virtual worlds. | en |
dc.publisher | Lodz University Press | en |
dc.relation.ispartofseries | Multicultural Shakespeare;18 | en |
dc.rights | This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. | en |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0 | en |
dc.subject | Shakespeare | en |
dc.subject | digital games | en |
dc.subject | virtual worlds | en |
dc.subject | media and performance | en |
dc.subject | computers and theatre | en |
dc.title | Shakespeare in Digital Games and Virtual Worlds | en |
dc.page.number | 129-144 | en |
dc.contributor.authorAffiliation | Department of Communication & Media Studies, University of Athens, Greece | en |
dc.identifier.eissn | 2300-7605 | |
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dc.identifier.doi | 10.18778/2083-8530.18.09 | en |