Doki Doki Literature Club Death

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  doki doki literature club death: The Nerve A Cord Keshav Sadashiv Sapru, 2023-07-19 A collection of short stories
  doki doki literature club death: The History and Allure of Interactive Visual Novels Mark Kretzschmar, Sara Raffel, 2023-06-15 Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to sexuality. The History and Allure of Interactive Visual Novels begins with a comprehensive overview of the visual novel genre and the cultural evolution that led to its rise, then explains the tropes and appeal of subgenres like bishojo (cute girl games), detective games, horror, and eroge (erotic games). Finally, the book explores the future of the genre in both user-generated games and games from other genres that liberally borrow both narrative and ludological themes from visual novels. Whether you're a long-standing fan of the genre or a newcomer looking for a fresh experience, The History and Allure of Interactive Visual Novels will provide an accessible and critically engaging overview of a genre that is rich in storytelling yet often overlooked.
  doki doki literature club death: Story Mode Julialicia Case, Eric Freeze, Salvatore Pane, 2024-01-25 Against the backdrop of a hyper-competitive AAA industry and the perception that it is a world reserved for top programmers and hard-core 'gamers', Story Mode offers an accessible entry-point for all into writing and designing complex and emotionally affecting narrative video games. The first textbook to combine game design with creative writing techniques, this much-needed resource makes the skills necessary to consume and create digital and multi-modal stories attainable and fun. Appealing to the growing calls for greater inclusivity and access to this important contemporary apparatus of expression, this book offers low-cost, accessible tools and instruction that bridge the knowledge gap for creative writers, showing them how they can merge their skill-set with the fundamentals of game creation and empowering them to produce their own games which push stories beyond the page and the written word. Broken down into 4 sections to best orientate writers from any technological background to the strategies of game production, this book offers: - Contextual and introductory chapters exploring the history and variety of various game genres. - Discussions of how traditional creative writing approaches to character, plot, world-building and dialogue can be utilised in game writing. - An in-depth overview of game studies concepts such as game construction, interactivity, audience engagement, empathy, real-world change and representation that orientate writers to approach games from the perspective of a designer. - A whole section on the practical elements of work-shopping, tools, collaborative writing as well as extended exercises guiding readers through long-term, collaborative, game-centred projects using suites and tools like Twine, Audacity, Bitsy, and GameMaker. Featuring detailed craft lessons, hands-on exercises and case studies, this is the ultimate guide for creative writers wanting to diversify into writing for interactive, digital and contemporary modes of storytelling. Designed not to lay out a roadmap to a successful career in the games industry but to empower writers to experiment in a medium previously regarded as exclusive, this book demystifies the process behind creating video games, orienting readers to a wide range of new possible forms and inspiring them to challenge mainstream notions of what video games can be and become.
  doki doki literature club death: Neverending Stories R. Lyle Skains, 2022-12-29 Digital fiction has long been perceived as an experimental niche of electronic literature. Yet born-digital narratives thrive in mainstream culture, as communities of practice create and share digital fiction, filling in the gaps between the media they are given and the stories they seek. Neverending Stories explores the influences of literature and computing on digital fiction and how the practices and cultures of each have impacted who makes and plays digital fiction. Popular creativity emerges from subordinated groups often excluded from producing cultural resources, accepting the materials of capitalism and inverting them for their own carnivalesque uses. Popular digital fiction goes by many different names: webnovels, adventure games, visual novels, Twitter fiction, webcomics, Twine games, walking sims, alternate reality games, virtual reality films, interactive movies, enhanced books, transmedia universes, and many more. The book establishes digital fiction in a foundation of innovation, tracing its emergence in various guises around the world. It examines Infocom, whose commercial success with interactive fiction crumbled, in no small part, because of its failure to consider women as creators or consumers. It takes note of the brief flourish of commercial book apps and literary games. It connects practices of cognitive and conceptual interactivity, and textual multiplicity-dating to the origins of the print novel-to the feminine. It pushes into the technological future of narrative in immersive and mixed realities. It posits the transmedia franchises and the practices of fanfiction as examples of digital fiction that will continue indefinitely, regardless of academic notice or approval.
  doki doki literature club death: Player vs. Monster Jaroslav Svelch, 2023-02-07 A study of the gruesome game characters we love to beat—and what they tell us about ourselves. Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture’s conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The Last of Us and the bizarre beasts of Bloodborne, and reveals the common threads among them. Covering examples from aliens to zombies, Jaroslav Švelch explores the art of monster design and traces its influences from mythology, visual arts, popular culture, and tabletop role-playing games. At the same time, he shows that video games follow the Cold War–era notion of clearly defined, calculable enemies, portraying monsters as figures that are irredeemably evil yet invariably vulnerable to defeat. He explains the appeal of such simplistic video game monsters, but also explores how the medium could evolve to present more nuanced depictions of monstrosity.
  doki doki literature club death: Bloodborne Volume 4: The Veil, Torn Asunder Ales Kot, 2020-01-22 The plague of blood-thirsty beasts has struck the city of Yharnam. The world of old gods is bleeding into reality. One traveller seeks truth in the madness, hoping to unlock the secrets of the universe itself… Unveil reality, as writer Ales Kot (Generation Gone, Days of Hate) and artist Piotr Kowalski (Dark Tower, Sex, 30 Days of Night) once again unleash hell in Yharnam. Set in the world of Bloodborne – Fromsoftware/Miyakzaki’s critically acclaimed videogame! Collects Bloodborne #13-16.
  doki doki literature club death: Hey! Listen! Andrew S. Latham, 2024-02-01 How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. This book takes inspiration from The Legend of Zelda, a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration.
  doki doki literature club death: Solving for Why Dr. Mark Shrime, 2022-01-25 From Mercy Ships surgeon Dr. Mark G. Shrime comes an inspiring memoir about finding the answer to life's biggest question—Why?—and about following that answer through remarkable, unlikely places on the road to fulfillment, purpose, and joy. SOLVING FOR WHY chronicles one man's journey to find the answer to the biggest of all life's questions: Why? Following a traumatic car accident, Dr. Shrime—the child of Lebanese immigrants fleeing a civil war, who later became a successful practicing surgeon in Boston—found himself compelled to change the course of his life, determined to find meaning and satisfaction even if it meant diverting from America’s idea of “success.” Featuring stories, insights, and research from his own exceptional life and work, SOLVING FOR WHY is the story of Dr. Shrime's search for—and discovery of—lifelong fulfillment. Now a global surgeon operating on a hospital ship docked off the coast of West Africa and one of the few global experts on surgery in low- and middle-income countries, Dr. Shrime seeks to impart the wisdom of the lessons he’s learned over the course of his search for a life of true contentment. In the tradition of Dr. Paul Farmer's To Repair the World, Dr. Atul Gawande's Better, and Dr. Michele Harper's The Beauty in Breaking, SOLVING FOR WHY combines personal stories with deep, thoughtful research into the challenges of working in modern medicine in the 21st century and the commodification of work in America. A story of discovery and transformation, SOLVING FOR WHY seeks to help readers answer the “why” of their own lives and ultimately find joy outside the status quo.
  doki doki literature club death: Story Mode Ph. D Strunk, 2021-11-15 Once considered niche, fringe, and the hobby of only outsiders or loners, video games have rapidly become one of the most popular and influential artistic forms of this century. Their imagery is near ubiquitous—children, adults, and even professional athletes know what a Fortnite dance is without having played the game, and every conversation about violence in media eventually turns toward Grand Theft Auto. We’ve reached a point where, through streaming platforms like Twitch, games don’t even need to be played to be enjoyed, as whole robust communities form around watching others play. Games have grown into more than just products; they’re touchstones, meaning that they’ve become popular enough for something radical to have happened: even while culture shapes our games, games have simultaneously begun shaping our culture. In Story Mode, video games critic and host of the No Cartridge podcast Trevor Strunk traces how some of the most popular and influential game series have changed over years and even decades of their continued existence and growth. We see how the Call of Duty games—once historical simulators that valorized conflicts like World War II—went “modern,” complete with endless conflicts, false flag murders of civilians, and hyperadvanced technology. It can be said that Fortnite’s runaway popularity hinges on a competition for finite resources in an era of horrific inequality. Strunk reveals how these shifts occurred as direct reflections of the culture in which games were produced, thus offering us a uniquely clear window into society’s evolving morals on a mass scale. Story Mode asks the question, Why do video games have a uniquely powerful ability to impact culture? Strunk argues that the participatory nature of games themselves not only provides players with a sense of ownership of the narratives within, but also allows for the consumption of games to be a revelatory experience as the meaning of a game is oftentimes derived by the manner in which they are played. Combining sharp criticism of our most beloved and well-known video game series with a fascinating discussion of how our cultural values form, Story Mode is a truly original examination of the unique space games now occupy, from one of the sharpest games critics working today.
  doki doki literature club death: Narrative Art and the Politics of Health Neil Brooks, Sarah Blanchette, 2021-03-15 This intersectional collection considers how literature, film, and narrative, more broadly, take up the complexities of health, demonstrating the pivotal role of storytelling in health politics.
  doki doki literature club death: Librarian's Guide to Games and Gamers Michelle Goodridge, Matthew J. Rohweder, 2021-11-15 Helps librarians who are not themselves seasoned gamers to better understand the plethora of gaming products available and how they might appeal to library users. As games grow ever-more ubiquitous in our culture and communities, they have become popular staples in public library collections and are increasing in prominence in academic ones. Many librarians, especially those who are not themselves gamers or are only acquainted with a handful of games, are ill-prepared to successfully advise patrons who use games. This book provides the tools to help adult and youth services librarians to better understand the gaming landscape and better serve gamers in discovery of new games—whether they are new to gaming or seasoned players—through advisory services. This book maps all types of games—board, roleplaying, digital, and virtual reality—providing all the information needed to understand and appropriately recommend games to library users. Organized by game type, hundreds of descriptions offer not only bibliographic information (title, publication date, series, and format/platform), but genre classifications, target age ranges for players, notes on gameplay and user behavior type, and short descriptions of the game's basic premise and appeals.
  doki doki literature club death: Adventure Games Aaron A. Reed, John Murray, Anastasia Salter, 2020-02-20 The genre of adventure games is frequently overlooked. Lacking the constantly-evolving graphics and graphic violence of their counterparts in first-person and third-person shooters or role-playing games, they are often marketed to and beloved by players outside of mainstream game communities. While often forgotten by both the industry and academia, adventure games have had (and continue to have) a surprisingly wide influence on contemporary games, in categories including walking simulators, hidden object games, visual novels, and bestselling titles from companies like Telltale and Campo Santo. In this examination of heirs to the genre's legacy, the authors examine the genre from multiple perspectives, connecting technical analysis with critical commentary and social context. This will be the first book to consider this important genre from a comprehensive and transdisciplinary perspective. Drawing upon methods from platform studies, software studies, media studies, and literary studies, they reveal the genre's ludic and narrative origins and patterns, where character (and the player's embodiment of a character) is essential to the experience of play and the choices within a game. A deep structural analysis of adventure games also uncovers an unsteady balance between sometimes contradictory elements of story, exploration, and puzzles: with different games and creators employing a multitude of different solutions to resolving this tension.
  doki doki literature club death: Music and Sonic Environments in Video Games Kate Galloway, Elizabeth Hambleton, 2024-11-06 Music and Sonic Environments in Video Games brings together a range of perspectives that explore how music and sound in video games interact with virtual and real environments, often in innovative and unexpected ways. Drawing on a range of game case studies and disciplinary perspectives, the contributors consider the sonic environment in games as its own storytelling medium. Highlighting how dynamic video game soundscapes respond to players’ movements, engage them in collaborative composition, and actively contribute to worldbuilding, the chapters discuss topics including genre conventions around soundscape design, how sonic environments shape players’ perceptions, how game sound and music model ecological processes and nonhuman relationships, and issues of cultural and geographic representation. Together, the essays in this volume bring game music and sound into the environmental humanities and transform our understanding of sonic environments as an essential part of storytelling in interactive media. Engaging a wide variety of game genres and communities of play, this book will be of interest to students and scholars of music, media studies, critical game studies, popular culture, and sound studies.
  doki doki literature club death: Organisational Responses to Social Media Storms Andy Phippen, Emma Bond, 2020-07-06 This book explores the growing phenomenon of the social media storm in the context of educational establishments. With a methodological approach that draws on aspects of virtual and offline ethnography, the text presents a series of case studies of public online risk-related incidents. Our ethnographic methodology adopts the use of unobtrusive data collection approaches, to explore publicly available data from online interactive behaviours. Drawing on a range of methods from internet mediated research (IMR) to inform our ethnographic account, the book provides an in-depth exploration of the public and organisational discourses arising from four short, clear high-profile internet risk case studies in the education sector ranging from early year to higher education. It considers the social construction of a new ‘risk’ culture arising computer-mediated social interactions and its impact on, and response by, the organisations and society.
  doki doki literature club death: On Booze Francis Scott Fitzgerald, 2011 A collection of F. Scott Fitzgerald's best drinking stories makes this the most intoxicating New Directions Pearl yet!
  doki doki literature club death: Videogame Sciences and Arts Liliana Vale Costa, Nelson Zagalo, Ana Isabel Veloso, Esteban Clua, Sylvester Arnab, Mário Vairinhos, Diogo Gomes, 2024-01-02 This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28–30, 2023. The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.
  doki doki literature club death: Authenticity in the Music of Video Games Stephanie Lind, 2022-11-01 From historical games to hyperrealism to retro gaming, Authenticity in the Music of Video Games explores, the shifting understanding of authenticity among players. What do gamers believe authenticity to be? How are their expectations structured by the soundtrack? And how do their actions impact the overall interaction of sound with narrative? Ranging from harmonic analysis to more multimedia approaches, the book links musical analysis to the practical experience of gamers.
  doki doki literature club death: Ash Mary Gentle, 2013-09-24 For the beautiful young woman Ash, life has always been arquebuses and artillery, swords and armour and the true horrors of hand-to-hand combat. War is her job. She has fought her way to the command of a mercenary company, and on her unlikely shoulders lies the destiny of a Europe threatened by the depredations of an Infidel army more terrible than any nightmare. Winner of the BSFA Award for best novel, 2000
  doki doki literature club death: The Japan Daily Mail , 1899
  doki doki literature club death: A Flash of Hex Jes Battis, 2009-05-26 After a series of brutal murders, Occult Special Investigator Tess Corday is convinced the identity of the killer is locked in her own head. The only question is-how many rules is she willing to break to get to the truth?
  doki doki literature club death: Will Destroy the Galaxy for Cash Yahtzee Croshaw, 2020-11-17 Will Destroy the Galaxy for Cash is the follow up tale to Will Save the Galaxy for Food from the mind of writer Yahtzee Croshaw (Mogworld, Jam, Differently Morphous). With the age of heroic star pilots and galactic villains completely killed by quantum teleportation, the ex-star pilot currently named Dashford Pierce is struggling to find his identity in a changing universe. Then, a face from his past returns and makes him an offer he can't refuse: take part in just one small, slightly illegal, heist, and not only will he have the means to start the new life he craves, but also save his childhood hero from certain death. What could go wrong? If you need to ask--you don't know Dashford Pierce. Before long, Pierce is surrounded by peril, and forced to partner with the very same supervillains he'd spent his heroic career thwarting. But when he's confronted by the uncomfortable truth that star pilots might not have been the force for good, they had intended to be, he begins to wonder if the villains hadn't had the right idea all along...
  doki doki literature club death: Ability Machines Sky LaRell Anderson, 2024-07-02 Video games are both physically and cognitively demanding--so what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities. In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency. Featuring a comparative analysis of key video game titles, including Metal Gear Solid V, Wolfenstein II, Celeste, Devil May Cry 5, Hellblade: Senua's Sacrifice, Hades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media.
  doki doki literature club death: Pocket Finds Tara Axford, 2022-02-13 Pocket finds began as a way of documenting or remembering a certain place. Capturing the elements. The found, but also the forgotten or left behind. Rearranged for a moment they existed in a new form.
  doki doki literature club death: Flip the Thirst Switch RegDic, 2021-04-08 Everyone's body goes through changes at some point in their lives, but Satsuki's situation is anything but normal! As the daughter of a vampire and a succubus, Satsuki's carnal cravings start to grow as her body demands fluids from those around her! Luckily, she has her childhood friend Kazuma watching her back to make sure she doesn't cross the line, but quick licks of sweat are no longer cutting it. Kazuma suggests semen could curb her appetite, and is willing to take one for the team, but he might soon regret his offer once her demon switch is flipped!
  doki doki literature club death: Nature Drawing and Design Frank Steeley, 2018-08-18 Drawing & Coloring book
  doki doki literature club death: The Anime Encyclopedia Jonathan Clements, Helen McCarthy, 2006 An encyclopedia of Japanese animation and comics made since 1917.
  doki doki literature club death: The Science of Strategy Alexander Kotov, 2019-04-03 Kotov presents a methodical approach to the subject of chess strategy. He starts with the crucial role of the pawn in chess, before systematically discussing a series of key strategic elements. Finally, one of the most difficult aspects of chess is discussed: the ability to evaluate a position and conceive a plan based on this evaluation. Kotov's clear and methodical style makes this book an ideal guide to chess strategy.
  doki doki literature club death: Reverse Design Patrick Holleman, 2019 The Reverse Design series looks at all of the design decisions that went into classic video games. This is the second installment in the Reverse Design series, looking at Chrono Trigger. Written in a readable format, it is broken down into four sections examining some of the most important topics to the game: Analyzes how the designers use gameplay to preserve and embellish the surprises in the plot Explains how Chrono Trigger is really two different games: the Tragedy of the Entity and the Comedy of the Sages. Highlights how the two games differ in terms of tone, linearity, player choice and in the pacing of their content.
  doki doki literature club death: Japanese Woodblock Prints Andreas Marks, 2012-03-13 Japanese woodblock prints, or ukiyo-e, are the most recognizable Japanese art form. Their massive popularity has spread from Japan to be embraced by a worldwide audience. Covering the period from the beginning of the Japanese woodblock print in the 1680s until the year 1900, Japanese Woodblock Prints provides a detailed survey of all the famous ukiyo-e artists, along with over 500 full-color prints. Unlike previous examinations of this art form, Japanese Woodblock Prints includes detailed histories of the publishers of woodblock prints--who were often the driving force determining which prints, and therefore which artists, would make it into mass circulation for a chance at critical and popular success. Invaluable as a guide for ukiyo-e enthusiasts looking for detailed information about their favorite Japanese woodblock print artists and prints, it is also an ideal introduction for newcomers to the world of the woodblock print. This lavishly illustrated book will be a valued addition to the libraries of scholars, as well as the general art enthusiast.
  doki doki literature club death: Law, Video Games, Virtual Realities Dale Mitchell, Ashley Pearson, Timothy D. Peters, 2023-10-20 This edited volume explores the intersection between the coded realm of the video game and the equally codified space of law through an insightful collection of critical readings. Law is the ultimate multiplayer role-playing game. Involving a process of world-creation, law presents and codifies the parameters of licit and permitted behaviour, requiring individuals to engage their roles as a legal subject – the player-avatar of law – in order to be recognised, perform legal actions, activate rights or fulfil legal duties. Although traditional forms of law (copyright, property, privacy, freedom of expression) externally regulate the permissible content, form, dissemination, rights and behaviours of game designers, publishers, and players, this collection examines how players simulate, relate, and engage with environments and experiences shaped by legality in the realm of video game space. Featuring critical readings of video games as a means of understanding law and justice, this book contributes to the developing field of cultural legal studies, but will also be of interest to other legal theorists, socio-legal scholars, and games theorists.
  doki doki literature club death: Game Development with Ren'Py Robert Ciesla, 2019-06-29 Get your feet wet in developing visual novels and take a guided tour through easy to follow tutorials using three of the most popular tools (Ren'Py, TyranoBuilder, and Twine). This book uses a two-pronged approach into the fine art of text-based games, showing you what makes for compelling writing as well as the programming logic and techniques needed to bring your visual novels to life. In this book, you will uncover the rich history of interactive fiction from the bare-bones 1970s games to the audiovisually rich modern output. You will take a detailed look at how to work with some of the most popular and exotic sub-genres and tropes of interactive fiction, such as nakige (crying game), dating sims, and horror. Once the stage is set, you will learn to use all-purpose programming logic and techniques in three mini tutorial games and also learn how to deploy your titles to both desktop and mobile platforms. Not solely relegated to the ancient historical period of the 1980s and 1990s, interactive fiction has again become appealing to developers as new tools became available. The visual novel is an increasingly popular and potentially lucrative genre of video game, being deployed for Windows, Mac, iOS, Android, and more. Game Development with Ren'Py reveals how multi-platform tools such as Ren'Py, TyranoBuilder, and Twine are becoming ever more plentiful for creating games in this genre. What You'll Learn Gain a working knowledge of Ren'Py, TyranoBuilder, and Twine Examine the basics of general programming logic Deploy to all available operating systems and platforms Review different approaches to fiction writing in the context of text-based games Who This Book Is For People with no programming experience who are interested in working in the genre of visual novels or interactive fiction.
  doki doki literature club death: Jam Yahtzee Croshaw, 2018-05-29 We were prepared for an earthquake. We had a flood plan in place. We could even have dealt with zombies. Probably. But no one expected the end to be quite so... sticky... or strawberry scented. Yahtzee Croshaw (Mogworld, Zero Punctuation Reviews) returns to print with a follow-up to his smash-hit debut: Jam, a dark comedy about the one apocalypse no one predicted. * The hilarious new novel by the author of Mogworld! * Croshaw's Zero Punctuation Reviews is the most viewed video game review on the web! * For lovers of bizarre horror and unforgettable characters! [Croshaw is] able to pull off slapstick comedy in print, and that's no easy feat. –ComicsAlliance
  doki doki literature club death: Digital Children: A Guide for Adults Andy Phippen, Sandra Leaton Gray, 2021-10-15 The digital world is a place where even the most informed parents and teachers can feel one pace behind children. Bombarded with scare stories about the risks of everyday Internet interactions for young people, those caring for them are frequently left to navigate online minefields more or less on their own. This book is here to help. Two leading experts on digital childhoods, Dr Sandra Leaton Gray and Professor Andy Phippen, explore the realities of growing up online in the 21st century. They provide an informative and accessible guide to the issues young people face today, based on the latest research and scholarship. They also expose the many ways the child safeguarding industry means well, but often gets things very wrong. The authors explain the latest research on topics such as biometrics, encryption, cyphertext and sexting, and analyse their relevance to the next generation. They raise a number of key questions about the contemporary lives of young people, including their relationship with digital technologies such as games, social media, surveillance and tracking devices. They also challenge conventional thinking on these issues. Rather than relying on technology, they argue we should instead focus on the quality of relationships between children, their peers, their parents and with adults generally. Then we can build a healthy digital future for society as a whole.
  doki doki literature club death: Itchy, Tasty Alex Aniel, 2021-04-15 This is the definitive behind-the-scenes account of Capcom’s horror video game series Resident Evil – one of the most popular, innovative and widely influential franchises of all time. Industry expert Alex Aniel spent two years interviewing key former members of Capcom staff, allowing him to tell the inside story of how Resident Evil was envisioned as early as the late 1980s, how its unexpected and unprecedented success saved the company from financial trouble, how the series struggled at the turn of the century and, eventually, how a new generation of creators was born after the release of Resident Evil 4. Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.
  doki doki literature club death: Life is Strange Volume 3: Strings Emma Vieceli, 2020-04-08 Time traveller Max Caulfield has been keeping a secret from her close friends, Chloe and Rachel. She’s not from their reality! Now Max thinks she may have found a way home, back to her own Chloe… and so it’s time for the truth to come out! Based on the fan-favorite BAFTA award-winning video game Life is Strange, ‘Strings’ picks up from one of the endings of the original game and follows Max into a new alternate reality. Here, Rachel never died, and she and Chloe are a couple. Here, too, is a young man with an unexpected new power – the ability to disappear – who may offer Max the ability to return home to her original timeline… Collects Life is Strange #9-12. “Make sure you read this.” – The Xbox Hub “This book is the shizzle. Two thumbs up and aces.” – Mass Movement “Life might be strange, but this is hella cool.” – The GWW
  doki doki literature club death: Vardaesia Lynette Noni, 2019-02-18 Embrace the wonder When Day and Night combine and fight against one Enemy, then Dark and Light shall meet mid-strike and set the Captives free. In the wake of loss and devastation, Alex must cast aside her grief to seek aid from those who banished the Meyarins long ago. But the proud Tia Aurans care little for the woes of mortals and demand that Alex-and her friends-undergo the Gates of Testing to prove their world is worth saving. With an ancient prophecy looming, Alex must confront the secrets of her past if she is to survive long enough to see the future. For if she returns to Medora without the Tia Aurans by her side, all hope for her world will be lost. In this explosive conclusion to The Medoran Chronicles, the fate of Medora hangs in the balance as Alex readies herself to face Aven one final time. Who will survive, and who will fall? If, however, darkness wins, there is no strategy to keep from all that will be lost, and so will always be.
  doki doki literature club death: The Compendium of Magical Beasts Veronica Wigberht-Blackwater, Melissa Brinks, 2016-09-06 From controversial cryptozoologist and explorer Dr. Veronica Wigberht-Blackwater, The Compendium of Magical Beasts is a definitive field guide that explores the history, biology, and anatomy of mythological creatures. Approaching the fantastic with a scientific eye, Dr. Wigberht-Blackwater explains the history, habits, and biology of each creature's existence with equal attention to detail. Her research is accompanied by stunning scientific illustrations of each specimen's anatomy, providing a comprehensive view of creatures most often dismissed as pure fantasy. Combining biological fact with folklore, cultural studies, and history, this volume is crucial to science both fringe and mainstream. Locked in a dusty attic for almost a century, Dr. Wigberht-Blackwater's trailblazing work was recently discovered by writer Melissa Brinks, who spent months transcribing the journals she found. Brinks joined forces with artist Lily Seika Jones to digitize the doctor's amazingly detailed anatomical diagrams in order to share these revolutionary findings with the world for the first time. The Bestiary: Mermaid, Unicorn, Wild Man, Gnome, Werewolf, Troll, Fairy, Jackalope, Winged Horse, Centaur, Minotaur, Vampire, Dragon, Sea Monsters/Loch Ness/Kraken, Goblin, Sphinx, Phoenix, Harpy, Cyclops, Banshee, Incubus/Succubus, Nymph, Ghoul, Selkie, Kelpie
  doki doki literature club death: The New Fiction Technologies Shawn Edrei, 2021-10-28 The Internet has fundamentally altered our perceptions of narrative and its core components, including authorship, setting, characterization, reader reception and more. With new trends, tropes and conventions emerging at the speed of cyberspace, digital media like web comics, video games and fan fiction have become laboratories for experimentation on the boundaries of contemporary storytelling. While web comics, video games and fan fiction have received much scholarly study, this book focuses on the common ground they share, and how their processes, motivations and evolution may be more similar than we think. These media are all regarded as unique genres of digital fiction, and this book aims to bridge the gap between them. Understanding these phenomena as expressions of the same principles could be crucial to understanding the future of narrative storytelling.
  doki doki literature club death: Narrative Design for Mobile and Live Games Valentina Tamer, 2023-12-12 Provides unique guidance on how to craft narrative for mobile and live games. Includes practical exercises to help readers apply the knowledge gained within to their own games and design processes. Covers both development and production processes for open-ended and seasonal storytelling.
  doki doki literature club death: Black Paradox Junji Ito, 2022-10-25 Four people intent on killing themselves meet through the suicide website Black Paradox: Maruso, a nurse who despairs about the future; Taburo, a man who is tortured by his doppelganger; Pii-tan, an engineer with his own robot clone; and Baracchi, a woman who agonizes about the birthmark on her face. They wander together in search of the perfect death, fatefully opening a door that leads them to a rather bizarre destiny... -- VIZ Media
Doki (TV series) - Wikipedia
Doki (voiced by Griffin Hook in seasons 1–2 and William Romain in season 3) is an inquisitive 6-year-old dalmatian dog, whose love of adventure makes very crazy situations absolutely no …

Doki Doki Literature Club!
Now that you're a club member, you can help me make that dream come true in this cute game! Every day is full of chit-chat and fun activities with all of my adorable and unique club …

Doki Doki Literature Club! on Steam
Welcome to the Literature Club! It's always been a dream of mine to make something special out of the things I love. Now that you're a club member, you can help me make that dream come …

Doki - The Complete Series (HD) - Archive.org
Apr 15, 2013 · Here is every episode of the "Doki" TV series program in HD! This was made to archive everything from this wonderful show.

Doki (character) | Dokipedia in English | Fandom
Doki is a six-year old dog. He is the main protagonist in the show of the same name who is based off the mascot of Discovery Kids Latin America, and is one of the six protagonists as well as …

Doki (TV Series 2009–2019) - IMDb
Doki: Created by Susan Hart, John Hardman. With Katie Grant, Sarah Sheppard, Lucas Kalechstein, Tara Emo. Doki and his friends explore the world and learn how things work.

Doki TV Series - YouTube
Welcome to the Doki channel on YouTube! Where you can watch all of your favourite episodes of Doki! A curious, optimistic dog, Doki is always ready for adventure.

Doki Doki Literature Club! by Team Salvato - Itch.io
Now that you're a club member, you can help me make that dream come true in this cute game! Every day is full of chit-chat and fun activities with all of my adorable and unique club …

Doki Doki Literature Club! - Wikipedia
Doki Doki Literature Club! received positive critical attention for its successful use of horror elements and unconventional nature within the visual novel genre. The game also inspired …

Doki Doki Literature Club Plus!
Doki Doki Literature Club Plus! (abbreviated as DDLC Plus or DDLC+ ) is a paid expansion of Doki Doki Literature Club! co-developed by Team Salvato and Serenity Forge , the latter also …

Doki (TV series) - Wikipedia
Doki (voiced by Griffin Hook in seasons 1–2 and William Romain in season 3) is an inquisitive 6-year-old dalmatian dog, whose love of adventure makes very crazy situations absolutely no …

Doki Doki Literature Club!
Now that you're a club member, you can help me make that dream come true in this cute game! Every day is full of chit-chat and fun activities with all of my adorable and unique club …

Doki Doki Literature Club! on Steam
Welcome to the Literature Club! It's always been a dream of mine to make something special out of the things I love. Now that you're a club member, you can help me make that dream come …

Doki - The Complete Series (HD) - Archive.org
Apr 15, 2013 · Here is every episode of the "Doki" TV series program in HD! This was made to archive everything from this wonderful show.

Doki (character) | Dokipedia in English | Fandom
Doki is a six-year old dog. He is the main protagonist in the show of the same name who is based off the mascot of Discovery Kids Latin America, and is one of the six protagonists as well as …

Doki (TV Series 2009–2019) - IMDb
Doki: Created by Susan Hart, John Hardman. With Katie Grant, Sarah Sheppard, Lucas Kalechstein, Tara Emo. Doki and his friends explore the world and learn how things work.

Doki TV Series - YouTube
Welcome to the Doki channel on YouTube! Where you can watch all of your favourite episodes of Doki! A curious, optimistic dog, Doki is always ready for adventure.

Doki Doki Literature Club! by Team Salvato - Itch.io
Now that you're a club member, you can help me make that dream come true in this cute game! Every day is full of chit-chat and fun activities with all of my adorable and unique club …

Doki Doki Literature Club! - Wikipedia
Doki Doki Literature Club! received positive critical attention for its successful use of horror elements and unconventional nature within the visual novel genre. The game also inspired …

Doki Doki Literature Club Plus!
Doki Doki Literature Club Plus! (abbreviated as DDLC Plus or DDLC+ ) is a paid expansion of Doki Doki Literature Club! co-developed by Team Salvato and Serenity Forge , the latter also …