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English Language and Literature Commons™
Open Access. Powered by Scholars. Published by Universities.®
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- Keyword
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- A.A. Milne;Hundred Acre Wood;Winnie-the-Pooh;House at Pooh Corner;Christopher Robin (Fictitious character);Arcadian fantasy;Victorian Period;Edwardian Period;English literature;Victorian childhood;Victorian child-rearing ideology;British boarding schools;children's literature;traumatic childhoods;Christopher Milne (1)
- Communication (1)
- History (1)
- Video games;Half-Life 2 (game);BioShock (game);narration analysis;narratology;ludology;game narrative theory;storytelling technique;story-based games (1)
Articles 1 - 2 of 2
Full-Text Articles in English Language and Literature
"Play Along" With The Authors: Half-Life 2, Bioshock, And Video Game Narrative, Samy Masadi
"Play Along" With The Authors: Half-Life 2, Bioshock, And Video Game Narrative, Samy Masadi
Honors Projects
Applies narrative analysis to two story-based video games, Half-Life 2 and BioShock, arguing that such games combine traditional narrative elements in innovative ways. Includes discussion of narratology, ludology, and game narrative theory.
Idealization And Desire In The Hundred Acre Wood: A.A. Milne And Christopher (Robin), Laura E. Bright
Idealization And Desire In The Hundred Acre Wood: A.A. Milne And Christopher (Robin), Laura E. Bright
Honors Projects
Argues that A.A. Milne's Winnie-the-Pooh and The House at Pooh Corner represent the conscious rejection, unconscious reproduction, and re-imaging of the author's traumatic Victorian childhood.