Narrative and Interactivity in Videogames
Narrative and Interactivity in Videogames
DOI:
https://doi.org/10.36799/el.v1i1.22Keywords:
Videogames, narrative, procedural rhetoric, cybertex, narrative structureAbstract
This study is a fragment of an ongoing PhD research about how videogames are capable of representing a story through processes and narrative strategies. This issue is tackled here by trying to find a middle ground on the debate of ludologists versus narratologists. The first ones consider that videogames are only capable of representing a fiction, while narratologisist argue that videogames are a new way to represent narratives. To archive said middle ground, this study focuses on understanding the organization of processes in videogames in hope for disentangling the many issues that arise between interactivity and narration.
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References
Bogost, Ian. Persuasive Games: The Expressive Power of Videogames. MIT Press. Cambridge 2010.
Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006.
Donovan, Tristan. Replay: The History of Video Games. East Sussex, England: Yellow Ant, 2010.
Howard, Jeff. Quests: Design, Theory, and History in Games and Narratives. Wellesley, MA: A.K. Peters, 2008.
Juul, Jesper. Half-real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: MIT, 2005.
Wardrip-Fruin, Noah, and Pat Harrigan. First Person: New Media as Story, Performance, and Game. Cambridge, MA: MIT, 2004.
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