Tanya Krzywinska

Tanya Krzywinska
Falmouth University · The Games Academy

About

33
Publications
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317
Citations
Introduction
Tanya Krzywinska is a professor at Falmouth University. Tanya does research in Visual Arts, Computing in Social science, Arts and Humanities and Computer Graphics. Her most recent publication is 'Formations of Player Agency and Gender in Gothic Games.'

Publications

Publications (33)
Article
Full-text available
Immersive technologies can be used to broaden the possibilities of storytelling in heritage contexts to enrich the ways in which museum collections are interpreted and to facilitate more active engagement with history. To this end, as part of the United Kingdom’s Industrial Strategy, new models, methods, and workflows are being developed to help re...
Article
…he began to read into the odd angles a mathematical significance which seemed to offer vague clues regarding their purpose. (Lovecraft, “The Dreams in the Witch House,” 2005, p. 303) Through close consideration of the multiplayer online game The Secret World (2012), this paper works towards a definition of “Weird Games” as a basis for advocating t...
Chapter
This last chapter explores the connections between the design of player agency and formations of gender in Gothic video games. The conditions of player agency drain power from the more radical and subversive gender formations often found in Gothic fiction itself but in some games a more subtle, ambiguous or subversive approach to player agency is t...
Chapter
Full-text available
Anthony Vidler wrote that William Gibson’s novel Neuromancer ‘voiced a peculiarly contemporary sense of haunting: that provoked by the loss of traditional bodily and locational references by the pervasive substitution of the simulated for the real in the computer’s virtual reality’ (Vidler 1992, 10). Published in 1984, Neuromancer provided a narrat...
Article
Full-text available
This position article outlines a personal perspective on the way that Horror games create affect in a complex play between representation and performance and that, in some cases, operate against the usual Vitruvian coordinates of games that are used in order to work with the types of affect associated with pleasure, agency and assuredness. The auth...
Chapter
Genre is used by game developers as a means of targeting certain markets by providing easily identified product differentiation. This entry provides an overview of the development and diversity of genre in online games and maps out the major factors that drive genre formations. In addition, academic approaches to the study of genre are applied to o...
Chapter
Anthony Vidler wrote that William Gibson’s novel Neuromancer ‘voiced a peculiarly contemporary sense of haunting: that provoked by the loss of traditional bodily and locational references by the pervasive substitution of the simulated for the real in the computer’s virtual reality’ (Vidler 1992, 10). Published in 1984, Neuromancer provided a narrat...
Chapter
This essay shows that the American Gothic has a powerful presence in digital games and that it has become a part of contemporary game grammar. There is a close investigation into the ways in which the formal, participatory characteristics of games shape the ways in which the American Gothic appears. Close textual analysis is made of Alan Wake and T...
Chapter
Videogames may offer new ways of telling stories and engaging players by virtue of their interactive characteristics, but do they offer any differences from cinema in terms of content and representation? While videogames are formally distinctive, this chapter shows that, to a lesser or greater degree, they nonetheless draw on vocabularies developed...
Chapter
It’s common for news media to relish stories about sex in games in order to generate the attractions of salacious capital. The Grand Theft Auto franchise has been particularly good at soliciting such interest and making its own capital from the lure of sexual transgression. But despite the lurid copy, there has, in fact, been very little explicit s...
Article
Full-text available
One of the pleasures of playing in the “World” of Warcraft is becoming part of its pervasive mythology. This article argues that to understand the game’s formal, aesthetic, and structural specificity, its pleasures and potential meanings, it is essential to investigate how the mythic functions. The author shows that the mythic plays a primary role...
Article
Full-text available
What are the pleasures and the dangers of theway that the study of digital games has crystallized over the past 3 years? The author argues here that a pluralistic approach is required if the full complexity of games is to be addressed and analyzed, and as such, textual approaches to the analysis games should not be dismissed no matter what the part...
Conference Paper
All rights reserved. Except for the quotation of short passages for the purpose of criticism and review, no part of this publication may be reproduced or utilized in any forms or by any means, electronic or mechanical, including photocopying, filming, recording, or by any information storage and retrieval system, without permission in writing from...
Article
Full-text available
An analysis of the scope for exploration and the extent to which impressions of presence are created in domes- tic videogames. This paper argues that exploration is an important dimension of play in many games, whether employed in relation to other objectives or as a source of pleasure in its own right. The first part of the paper examines the rela...
Article
Stanley Cavell, Contesting Tears: The Hollywood Melodrama of the Unknown Woman. (Chicago and London: Chicago University Press, 1996). Pp. 239. ISBN 0 226 09816 8. - - Volume 32 Issue 3 - TANYA KRZYWINSKA
Article
My 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 nar...
Article
Full-text available
'There's nothing like a spot of demon slaughter to make a girl's night' Since the phenomenal success of the Tomb Raider (1996) videogame series a range of other videogames have used carefully branded animated female avatars. As with most other media, the game industry tends to follow and expand on established lucrative formats to secure an establis...

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Projects

Projects (2)
Project
To create a mixed reality multiplayer game for Porthcurno Telegrapher Museum, using the HoloLens