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dc.contributor.authorSandberg, Magnus Henrik
dc.date.accessioned2024-03-14T08:43:38Z
dc.date.available2024-03-14T08:43:38Z
dc.date.created2023-06-26T10:10:05Z
dc.date.issued2023
dc.identifier.citationSandberg, M. H. (2023). Peer Gynt: From Play to Game. Ibsen Studies, 23(1), 60-93.en_US
dc.identifier.issn1502-1866
dc.identifier.urihttps://hdl.handle.net/11250/3122309
dc.description.abstractHenrik Ibsen’s drama Peer Gynt (1867) has been adapted for a video game. While it is meant for educational use and has already been launched on a Norwegian publisher’s school site, its learning mechanics are subtle enough that the game will also be offered in the entertainment market as a narrative adventure game (The Peer Gynt Game, n.d.). An adaptation of a written play as a video game implies that new modes of storytelling are being introduced, as well as a degree of agency for the players. The capability for this medium to adapt to and develop more traditional narrative expressions, considering their immense popularity and increased acknowledgement as works of art, makes video games an increasingly important area of study (Ensslin 2014; Kulturdepartementet 2019).en_US
dc.language.isoengen_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.no*
dc.titlePeer Gynt: From Play to Gameen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holder© 2023 The Author(s).en_US
dc.source.pagenumber60-93en_US
dc.source.volume23en_US
dc.source.journalIbsen Studiesen_US
dc.source.issue1en_US
dc.identifier.doihttps://doi.org/10.1080/15021866.2023.2214998
dc.identifier.cristin2157830
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal
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