Dissertations / Theses on the topic 'Game-narrative'
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Martineau, Félix. "PNFG : a framework for computer game narrative analysis." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=99353.
Full textNordqvist, Filip, and Erik Sahlbom. "Visual Narrative Game Design : Ett narrativ utan konversation." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16516.
Full textWe study the narrative style that Flower and Journey uses. In this narrative style, there is nodialogue and text. Based on Flower and Journey, we created a design method that will be aninspiration for developers who want to test this style. The result of this bachelor thesis givesrise to a design method that we apply to our game idea this applies the method to anothergame genre. Much of the method is very focused on what Flower and Journey do when weonly examine these two games. We would like to do a more general study when we examinemore games that also have a narrative without dialogue and text.
Howland, Katherine. "Narrative threads : supporting young people in developing writing skills through narrative-based game creation." Thesis, University of Sussex, 2012. http://sro.sussex.ac.uk/id/eprint/42603/.
Full textMallon, B. "Evaluating narrative models of engagement in multimedia game design." Thesis, Queen's University Belfast, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.411362.
Full textJin, Chengyue. "Game narrative conveyed through visual elements in digital games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.
Full textHall, Brayton Bruno. "A Language-Game Justification for Narrative in Historical Explanation." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78239.
Full textMaster of Arts
Ahn, Changhyun. "Interacting With Story: Examining Transportation into Video Game Narrative." Cleveland State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=csu1431608782.
Full textNgai, Anita Ching Yi. "Cultural Influences On Video Games: players' preferences in narrative and game-play." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/770.
Full textIn this paper, sales data for 2004 were first examined, followed by a case study to investigate any differences between Japan and the US, where major game console manufacturers and game developers reside. Although they indicated differences in popularity of genres and design approaches, results from the survey were not able to verify conclusively major statistical difference between the two groups of respondents.
The survey was constructed with a focus on narrative and game-play elements, in hopes to get a better understanding of players? preferences through the concept of immersion, which were anticipated to be influenced by cultural differences. Although no major differences were found, given the small sample population, it could be seen that there was a greater sense of character attachment from Japanese respondents, while American respondents did not like to be forced away from their actions by ?long? narrative elements.
Madej, Krystina. "Characteristics of Early Narrative Experience : Connecting print and digital game /." Burnaby B.C. : Simon Fraser University, 2007. http://ir.lib.sfu.ca/handle/1892/9751.
Full textTheses (School of Interactive Arts & Technology) / Simon Fraser University. Senior supervisor: Dr. John Bowes -- School of Interactive Arts & Technology. Also issued in digital format and available on the World Wide Web.
Shook, Steffi A. "Personal Narrative Video Games: Failure, Empathy, and Marginalized Game Developers." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1556017903138173.
Full textÖhman, Sebastian. "Game mechanics, Role play, and Narrative - Critically learning values through games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20585.
Full textBRANDÃO, Luis Rodrigo Gomes. "Análise da emergência narrativa em Metal Gear Solid V: The Phantom Pain." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/17724.
Full textMade available in DSpace on 2016-08-22T12:57:26Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação - Rodrigo Brandão.pdf: 2163145 bytes, checksum: 8af388e9eb2a173f8b26e3c970b2202f (MD5) Previous issue date: 2016-01-29
Devido ao diferencial da interatividade, os jogos digitais possuem um singular potencial narrativo que permitem os jogadores construírem suas próprias narrativas mesmo em gêneros lúdicos com pouca ou nenhuma história explícita. Consolidada como uma linguagem própria dos jogos digitais, a narrativa emergente usufrui princípios multidisciplinares do game design para prover a multiformidade nos games, principalmente nos gêneros sandbox e mundo aberto. Apesar do frequente questionamento da validade da experiência do jogador como uma narrativa pela indústria do entretenimento interativo, a crítica especializada e a comunidade gamer, a narrativa emergente também contém diferentes tipos e efeitos de imersão narrativa, além de atender a todas as funções narrativas, porém colocando o jogador num papel ativo e de coautoria da história. A pesquisa exploratória realizada neste trabalho identificou doze elementos emergenciais provenientes da mecânica e do comportamento dos jogadores que fomentam a narrativa emergente nos jogos digitais, servindo de base para o estudo de caso do jogo Metal Gear Solid V: The Phantom Pain. Além de servir como modelo de análise para jogos de gêneros afins, esse doze elementos emergenciais também podem auxiliar na concepção de mecânicas de jogos digitais com elevada narrativa emergente.
Due to the differential of interactivity, digital games have a singular narrative potential that let players build their own narratives even in ludic genres with little or no explicit story. Consolidated as a language of digital games, the emergent narrative enjoys multidisciplinary principles of game design to provide the multiformity in games, especially in the sandbox and open world genres. Despite the frequent questioning of the validity of the player's experience as a narrative by the interactive entertainment industry, specialized press and the gaming community, the emergent narrative also contains different types and effects of narrative immersion, in addition to service all narrative functions, but putting the player in an active role and co-author of the story. Exploratory research performed in this work identified twelve emergency elements from mechanical and behavior of the players that promote emerging narrative in digital games, providing the basis for the case study of the game Metal Gear Solid V: The Phantom Pain. In addition to serving as an analytical model for game related genres, this twelve emergency elements can also assist in the conception of game mechanics with high emergent narrative.
Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.
Full textHost, Mark Ivan. "Final Fantasy X and Video Game Narrative: Re-Imagining the Quest Story." Cleveland, Ohio : Cleveland State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=csu1242246706.
Full textAbstract. Title from PDF t.p. (viewed on June 11, 2009). Includes bibliographical references (p. 42-44). Available online via the OhioLINK ETD Center. Also available in print.
Rogers, Katja [Verfasser]. "Realism in player experience : exploring game interaction, narrative, and audio / Katja Rogers." Ulm : Universität Ulm, 2021. http://d-nb.info/1227450702/34.
Full textMorton, Alexander F. "Testing an Original Story in Multiple Artistic Mediums." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/honors/298.
Full textNanamaker, Benjamin. "Emergent gameplay the limits of ludology and narratology in analyzing video game narrative /." Connect to resource, 2005. http://hdl.handle.net/1811/5884.
Full textTitle from first page of PDF file. Document formatted into pages: contains 52 p.; also includes graphics. Includes bibliographical references (p. 53-58). Available online via Ohio State University's Knowledge Bank.
Schubert, Stefan. "Objectivism, narrative agency, and the politics of choice in the video game BioShock." Poetics of politics : textuality and social relevance in contemporary American literature and culture / Sebastian M. Herrmann [Hrsg.] ... Heidelberg : Winter, 2015. S. 271-289. ISBN 978-3-8253-6447-2, 2015. https://ul.qucosa.de/id/qucosa%3A14847.
Full textTurečková, Šárka. "Using player's facial emotional expressions as a game input : Effects on narrative engagement." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12883.
Full textSchubert, Stefan. "Objectivism, narrative agency, and the politics of choice in the video game BioShock." Universitätsbibliothek Leipzig, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-206598.
Full textKenobi, Ben Tuhoe. "Hiding in a hollow tree." AUT University, 2010. http://hdl.handle.net/10292/886.
Full textFurtner, Anita Lynn. "ENTERTAINING CRISIS: WHAT 21ST CENTURY CORPORATIONS CAN LEARN FROM THE RHETORIC OF CRISIS IN FILM AND COMPUTER GAMES." Diss., The University of Arizona, 2011. http://hdl.handle.net/10150/145449.
Full textMallon, David Timothy. "Bringing community to the holodeck : interactive narrative and the massively multiplayer online role-playing game." Thesis, Georgia Institute of Technology, 2001. http://hdl.handle.net/1853/19687.
Full textEllen, Mårtensson. "The Testing Bureau – Creating a climate fiction game to influence the narrative of climate change." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23597.
Full textJoar, Hedvall, and Claesson Charlie. "Character description by the use of level design and game mechanics : A study on how to convey a character based narrative within a game." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-260644.
Full textDenna studie är en utredning av möjligheterna att skapa spelnivåer som förmedlar en karaktär och dess personliga berättelse med användning av tre level design metoder. De använda metoderna är: användning av mindre objekt och detaljer, användning av spelarens personliga referenser och minnen samt att ha ett tydligt mål för spelaren. Resultaten samlas in genom kvalitativa intervjuer med deltagarna i studien och analysera hur deltagarna tolkar berättelsen i spelets nivåer som var designade med hjälp av dessa tre level design metoder. Denna studie använder spelet Project Rewind för testerna, detta spel var delvis utvecklat för denna studiens ändamål. Test resultaten visar att spelaren tog upp mer information genom kluster av mindre visuella föremål, och memorerade interaktiva objekt mycket bättre än de stillastående objekten. De använde också sina egna personliga och kulturella referenser, minnen och stereotyper när de analyserade objekten i nivåerna för att skapa en bild av karaktären presenteras för dem. Baserat på de resultat som vi fått från undersökningen fann vi att det är viktigt att ha ett tydligt demografiskt mål, vilket är viktigt när man utformar en berättelse i en spel nivå som ska vara lätt att förstå. Detta är på grund av varje spelare har sina egna personliga referenser, vissa saker kan uppfattas på olika sätt beroende på vad för referenser man har. Test resultaten visar också att de tre level design metoderna som nämndes tidigare kan till en viss grad bli använda för att förmedla ett narrativ när man använder dem för att designa en nivå.
Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.
Full textMörtsell, Lisa. "Should I stay or should I go? : Developing the Narrative model as a tool for game design." Thesis, Umeå universitet, Institutionen för informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149243.
Full textJeunesse, Jean-Paul. "Measuring Interactive Narrative Quality with Experience Management as Story Graph Pruning." ScholarWorks@UNO, 2019. https://scholarworks.uno.edu/honors_theses/129.
Full textViklund, Elin. "Sagan om den borttappade drakmodern : Intersektionell maktanalys om skillnader mellan boken A Game of Thrones och tv-serien Game of Thrones utifrån ett berättarperspektiv." Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-169593.
Full textI denna uppsats gör jag en narrativ analys, där jag utgår från boken A Game of Thrones och första säsongen av tv-serien Game of Thrones, om hur relationerna mellan karaktärerna Daenerys Targaryen och Khal Drogo, samt Daenerys och Viserys, framställs på olika sätt mellan versionerna. Jag analyserar hur dessa skillnader förhåller sig till intersektionalitet och sexualitet, samt hur synen på relationerna påverkas utifrån narratologin i boken, gentemot tv-serien. I analysen utgår jag från Daenerys perspektiv i boken, då hon har egna kapitel och inte Drogo eller Viserys. Däremot utgår jag från bildutsnitt i tv-serien, till exempel med fokus på karaktärerna och hur deras känslor kan gestaltas, samt bakgrundsmusiken. Relationen mellan Daenerys och Viserys visar maktspelet mellan dem, medan hennes relation till Drogo visar hur hon blir förtryckt och hur hon sedan använder detta till sin egen fördel för att få makt. Jag visar även i analysen när Daenerys försöker rädda kvinnor från sexuellt våld, som i slutändan leder till att hon förlorar sin makt.
Acarsoy, Sara Nil. "Effects of interactivity on narrative-driven games : A heuristic approach for narrative-driven games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19844.
Full textPerkins, Kyle Eric. "Lifesigns: Successful Storytelling in Open-World Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1290205847.
Full textBrunnberg, Jimmy. "How tools shape the game authoring process." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18694.
Full textPapworth, Sofia. "Storytelling through Gameplay : Dimensions of AI Design for Narrative Purposes." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-115769.
Full textSilva, Alexandre Vieira da. "A função do narrador como agenciador narrativo em ambientes tridimensionais imersivos em games de RPG." Pontifícia Universidade Católica de São Paulo, 2014. https://tede2.pucsp.br/handle/handle/18138.
Full textThe research aims to discuss the possibility of reducing the conflict between the drama of classic interactive media and freedom of digital media through the development of an electronic game focused on the narrator and the act of narration , introducing the concept of narrative management, contextualizing it within digital games and discussing the relevance of the presence of a narrator in real time intervening in the discourse . The discussion starts from the premise inserting a interactor , endowed with the functions of narrating and acting within the game , which has the task of managing immersive three-dimensional environments and conducting an interactive narrative experience with greater breadth and dramatic . Through participation in the narrative of human intelligence driving within the interactive medium , it seeks to reduce the verbal limitations of the media and create a favorable condition for the application of classical narrative structures in the digital environment . The research relies methodologically on two core elements: narrative structures applied to the digital medium , aligning the narrative and drama to new concepts such as procedural narrative classic elements and features of the digital narrative , and investigates the possibilities of introducing the figure of interactor / narrator in a new digital narrative structure , in which it is possible and in this game, player to reach a wider range of possibilities of meaning and narrative
A pesquisa apresenta e analisa a situação de conflito entre a dramaticidade das mídias clássicas e a liberdade interativa das mídias digitais através do desenvolvimento de um jogo digital focado no narrador e no ato de narrar. Apresenta o conceito de gestão narrativa, contextualizando-o no âmbito dos jogos digitais e discutindo a relevância da presença de um narrador em tempo real intervindo no campo do discurso intra jogo. A análise e discussão partem da premissa da necessidade da inserção de um interator, dotado das funções de narrar e atuar dentro do jogo, o qual tem a tarefa da gestão dos ambientes tridimensionais imersivos do jogo e da condução de uma experiência narrativa com maior amplitude interativa e dramática. (Hipótese) Através da participação da inteligência humana na condução narrativa dentro do meio interativo, se busca diminuir as limitações verbais da mídia e criar uma condição favorável à aplicação de estruturas narrativas clássicas no ambiente digital. A pesquisa apoia-se metodologicamente em dois elementos de base: estruturas narrativas aplicadas ao meio digital, alinhando elementos clássicos da narrativa e do drama a novos conceitos como a narrativa procedural, e particularidades da narrativa digital; e investiga as possibilidades de introdução da figura do interator/narrador dentro de uma nova estrutura de narrativa digital, na qual seja possível que este, bem como o jogador presente no jogo, alcancem uma gama maior de possibilidades de sentido e narrativa
Lopes, Lucas Garofalo. "Desfocando as linhas: ARG - a estrutura imperceptível do jogo." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/27/27153/tde-10112010-115614/.
Full textThis project aims to examine the emerging genre of games known as ARG. Using the theory in the fields of videogames and games in general, is expected to set up specific features of ARGs, as well as its relations with the players, the business market, the press and the general public. Through this, its possible to see that the ARGs have unique characteristics, which are different from videogames and other games. These characteristics make them promising while controversial for mixing fiction and the game with reality. Therefore it is necessary more accuracy in the development of this genre of games to establish recognizable patterns and reach new markets.
Zhang, Xiyue. "Adaptation of First-Person Narrative Literature: Revisiting Kazoku gēmu (1981) and The Family Game (1983)." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1566201526952622.
Full textWeir, Charissa. "Narratives and the Legal Game: Narrative Power Dynamics and Their Reproduction In the Sexual Assault Trial of R. v. Ghomeshi." Thesis, Université d'Ottawa / University of Ottawa, 2020. http://hdl.handle.net/10393/40518.
Full textNorman, Fredrik. "“A peaceful world is a boring world” : a study in narrative structure and mythological elements in Squaresoft‟s Chrono Trigger." Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-8534.
Full textHedström, Joakim. "Sekvensbryt vs narrativ : En obefogad konflikt?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16954.
Full textThis report explores the research question how do skilled players perceive the intentional act of sequence breaking in relation to their experiencing of a game’s narrative? as examination of earlier research has raised questions concerning players’ opinions on the matter and whether the act of sequence breaking is counter to the desire to experience game narratives. A study was designed in order to collect players’ opinions on sequence breaking. This involved the creation of a text-based game called Sequerience wherein players were given the opportunity to perform sequence breaking, combined with a survey collecting the players’ thoughts on the subject. The study was spread online and to Canadian universities, with a total of 11 participants. The responses were sufficient to establish that there are players who may intentionally perform sequence breaking while maintaining the desire to experience a game’s narrative. In future studies, a larger amount of participants may give deeper insights in the various perspectives players may have on sequence breaking in relation to the experiencing of narratives.
Sjöström, Johan. "Morphology of a digital narrative : prototyping digital narratives using the theories of Vladimir Propp." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1929.
Full textStateri, Julia. "Vídeo game como mídia da construção narrativa." Universidade Presbiteriana Mackenzie, 2009. http://tede.mackenzie.br/jspui/handle/tede/1998.
Full textThis work has as study object the videogames and it s propose as a narrative creation media. Intends to define the concepts of narrative and game departing from a historical and contextual fundamentation. Through this, intends to align the technological revolution with the creation and evolution of the videogames, considering its social and philosofical implications about individual subjectivity and his possibilities of expression.
Este estudo tem por objeto os videogames e sua proposta como mídias da criação de narrativas. Pretende definir os conceitos de narrativa e jogo partindo de uma fundamentação histórica e contextual. A partir disto, pretende alinhar a revolução tecnológica à criação e evolução dos videogames, considerando suas implicações sociais e filosóficas, no que diz respeito à subjetividade do indivíduo e suas possibilidades de expressão.
Carvalho, Rogério Teixeira Cathalá de. "Sonho dentro de um sonho: estudo de estruturas narrativas oníricas para o desenvolvimento do roteiro de um videogame." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/27/27161/tde-18052015-165700/.
Full textThe Master Thesis\'s objective is to study narrative structures in cinema and games that is constructed with oneiric elements. The films and games studied are representation or emulation/ simulation of the character\'s dreams, memories or hallucinations. The research will serve as basis to write a screenplay and a Game Design Document to a electronic game based on the concept of Lucid Dreaming. Lucid Dream is when one adquire conscious thought and lucidity in their dream state
Fernandez, Vara Clara. "The tribulations of adventure games integrating story into simulation through performance/." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31756.
Full textCommittee Chair: Murray, Janet H.; Committee Member: Bolter, Jay; Committee Member: Montfort, Nick; Committee Member: Nitsche, Michael; Committee Member: Pearce, Celia. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Andersson, Oscar, and Tim Grödem. "Förenklade drama managers : Att producera emergenta narrativ medförenklade metoder." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17271.
Full textThere are a few storytelling methods for video games. The most common forms are linear and branching narratives, but there is one method not used to the same extent, known as emergent narrative. This study uses and artifact to explore emergent narrative using systems known as Drama Managers that aim to control the sequence of events in a game to create a narrative. The purpose of the study was to explore if a simplified drama manager could produce emergent narratives. The conclusion is that elements of emergence could be identified, but the artifact could not be considered to contain an emergent narrative. This knowledge could be used to help define the difference between emergent and branching narratives.
Núñez, Montero Rocio Poulette. "La narrativa transmedia y el comportamiento del prosumidor en la octava temporada de la serie de Game Of Thrones." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653164.
Full textThe present study analyzes transmedia storytelling and prosumers in Game of Thrones, a world-famous series. This research will cover these two main concepts to inform readers about the new notions existing in modern audiovisual media. In addition to this, the concept of “new media” will be explained, showing new platforms that have been created over time and the reason why they are so attractive to audiences. Finally, the study will describe “new consumers” by presenting different types of audiences and their emergence. All these concepts are directly related to the research topic, which implies identifying the prosumer’s role through the transmedia experience that led the series to worldwide success.
Trabajo de investigación
Carlström, Elin, and Sofie Danbrant. "Att bryta den Fjärde Väggen : Metalepsis i spel." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18188.
Full textThe act of doing something that is called “breaking the fourth wall” in video games, to address the player across the games’ scope, is something that has been in our interest for a long time. To search about the fourth wall and video games on the internet have been futile, until we stumbled upon the term metalepsis. Metalepsis literally means “a jump across”, it originates from narratology and handles how the different levels in a narrative are managed. In this Bachelor Thesis we take a deep dive into the term, with the help of Karin Kukkonen’s and Sonja Klimek’s work, and how it’s used in different medias such as literature, film, music videos and video games. We discovered why metalepsis in video games is an uncharted area with the help of Astrid Ensslin’s and Huaxin Wei’s work, and why studies of narratives in video games are executed in a shallow grade. With our research question we want to contribute with more information about metalepsis in video games and to examine a conscious use of metalepsis in the development of a video game. By surveying metalepsis in video games and other media, we have created an estimate on how it has been used so far and then to applicate the observation to our video game. This thesis lay it’s focus on a metalepsis called Möbius Strip, that consists of a narrative that restarts within itself. Using Georg Kreisler’s book Der Schattenspringer, we have made an interpretation on how Möbius Strip could work out. We have then developed a video game based on this interpretation and compared the results to the books version of the metalepsis. What we have gathered with this thesis is more tangible examples of the use of metalepsis in video games so far. We have been able to create a discussion about how our interpretation of Möbius Strip relate to the book, with the help from Sonja Klimek’s description of the metalepsis. We have only managed to scrape the surface on the topic of metalepsis in video games and feel like there are multiple other roads to investigate.
Tessaro, Annye Cristiny. "Narrativas e games: um olhar do design literário-artístico." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21522.
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Humanity has always used narratives to communicate. Over the years, theorists have realized that there was a common basic structure and formulation in the narratives that allowed stories to perpetuate and adapt in order to form new stories. The contributions of Aristotle, Vladimir Propp and Jung, based on the observation of a varied corpus of tales and fables, enabled the scholar Joseph Campbell to elaborate a narrative structure called “Hero’s Journey”, an elliptical and evolutionary cycle in which the central axis is the hero (and also its variations, such as the anti-hero). This structure is widely used in the construction of contemporary narratives which paved the way for writers such as Vogler and Mckee allowing them to propose it’s adaptation centered on the protagonist-hero for literature and cinema. From the 1970s, with the evolution towards an interactive possibility, the entertainment industry began to incorporate, although modestly, the narrative as a possibility to improve the immersion in games using, most of the time, the Writer’s Journey (structure adapted by Vogler) as a parameter for the construction of narratives in games. However, it is essential to realize that games have specific peculiarities, besides a high content of interaction differing from other media and, therefore, its structure can not be conceived in the same way as it was proposed by Vogler, requiring an adaptation which addresses such particularities. In addition, usually professionals who engage in storytelling for games are screenwriters (which does not seem to be the most appropriate because the art of narrative goes beyond the script), or are writers (who mostly lack specific knowledge and qualification in the games area). Considering what was stated above, we argue for the adoption of a Narrative Designer (term created in 2006 by Game Designer Stephen Dinehart) to designate this professional whose knowledge involves multiple skills – such as programming, art and writing – combining the areas of Narratology, Ludology, and Game Design. Thus, the purpose of this thesis is to investigate conventional narrative structures and how they are presented in games, which are the elements and tools that can help the narrative designer in the creative process
A humanidade sempre se utilizou de narrativas para se comunicar. Ao longo dos anos, os teóricos perceberam haver nas narrativas uma estrutura e uma formulação básica comum que propiciava que as histórias se perpetuassem e se adaptassem formando novas histórias. As contribuições de Aristóteles, Vladimir Propp e Jung, fundamentadas com base na observação de um corpus variado de contos e de fábulas, possibilitaram ao estudioso Joseph Campbell elaborar uma estrutura narrativa denominada “Jornada do Herói”, um ciclo elíptico e evolutivo no qual o eixo central é o herói (e também suas variações, tal como o anti-herói). Essa estrutura é amplamente utilizada na construção de narrativas contemporâneas e abriu o caminho para que roteiristas como Vogler e Mckee propusessem sua adaptação centrada no protagonista-herói para a literatura e o cinema, Com a evolução das possibilidades interativas, a indústria de entretenimento passou a incorporar, a partir da década de 1970, ainda que modestamente, a narrativa como possibilidade de refinar a imersão nos games utilizando, na maioria das vezes, a Jornada do Escritor (estrutura adaptada por Vogler) como parâmetro para construção das narrativas em games. No entanto, é essencial que se perceba que os games possuem particularidades específicas, além de um alto teor de interação diferenciando-se das outras mídias e, portanto, sua estrutura não pode ser concebida da mesma forma como foi proposto por Vogler, requerendo uma adaptação que contemple tais particularidades. Além disso, geralmente os profissionais que se dedicam à arte narrativa para games ou são roteiristas (que não parece ser o mais adequado, pois a arte narrativa vai além do roteiro), ou são escritores (que em sua maioria não possuem conhecimento e qualificações específicas na área de games). Diante do exposto, defende-se a adoção de Designer de Narrativas (termo criado, em 2006, pelo Game Designer Stephen Dinehart) para designar esse profissional cujo conhecimento envolve múltiplas habilidades – como programação, arte e escrita – combinando as áreas da narratologia, da ludologia e do Game Design. Sendo assim, a proposta desta tese é investigar as estruturas narrativas convencionais e como elas se apresentam nos games, quais são os elementos e as ferramentas que podem auxiliar o designer de narrativas no processo criativo
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Full textGrimberg, Christian. "Creating Anomalies: A Study In Player Involvement Through Narrative In Alternate Reality Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21040.
Full textWilliams, Klew. "Occlusion: Creating Disorientation, Fugue, and Apophenia in an Art Game." Digital WPI, 2017. https://digitalcommons.wpi.edu/etd-theses/409.
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