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Cultural Influences On Video Games: players' preferences in narrative and game-playNgai, Anita Ching Yi January 2005 (has links)
As an entertainment media, video games provide pleasure and enjoyment through interactions with various game elements. Some games are more successful in one part of the world than others, which sales data have clearly shown over the years. Games designed in various parts of the world often have distinct differences, as developers implicitly or subconsciously convey their values and culture in their creations. Thus, in examining ?what is fun,? one must move beyond technical aspects of game design and look into immersion and emotional experiences. <br /><br /> In 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. <br /><br /> 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.
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Cultural Influences On Video Games: players' preferences in narrative and game-playNgai, Anita Ching Yi January 2005 (has links)
As an entertainment media, video games provide pleasure and enjoyment through interactions with various game elements. Some games are more successful in one part of the world than others, which sales data have clearly shown over the years. Games designed in various parts of the world often have distinct differences, as developers implicitly or subconsciously convey their values and culture in their creations. Thus, in examining ?what is fun,? one must move beyond technical aspects of game design and look into immersion and emotional experiences. <br /><br /> In 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. <br /><br /> 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.
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Beyond The Page: Multimodal Lab-Based Research and Development in Creative WritingGordon, Matthew Jacob 01 May 2023 (has links) (PDF)
This collection acts as the supporting evidence of the hypothesis that, while acting as Graduate Director of SIU’s Digital Xpressions Lab, Matthew Gordon was able to successfully provide effective support for the digital expression of collaborator’s and client's domains of knowledge while forming innovative research partnerships with academics within the SIU system and beyond. A unique form for a MFA in Creative Writing’s thesis, this collection represents the multimodal creative work a contemporary narrative designer can undertake in a single academic year when given the ability to lead a facility like Southern Illinois University’s Digital Xpressions Lab. Qualitative evidence in the form of Digital Xpressions Lab Collaborator Statements and quantitative evidence in the form of media exemplifying multimodal creative work are collected herein. Sections begin with brief descriptions of their topics as they pertain to Matthew Gordon’s thesis objectives while acting as the Graduate Director of SIU’s Digital Xpressions Lab from fall 2022 - spring 2023. A selection of supporting media from Matthew’s full portfolio has been included in sections where relevant.
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Sekvensbryt vs narrativ : En obefogad konflikt? / Sequence Breaking vs Narrative : An Unfounded Conflict?Hedström, Joakim January 2019 (has links)
Denna rapport utforskar forskningsfrågan hur uppfattar erfarna spelare det avsiktliga utövandet av sekvensbryt i relation till deras upplevande av ett spels narrativ? då granskning av tidigare forskning kring ämnet sekvensbryt väckt frågor kring spelares åsikter om ämnet och huruvida utövandet av sekvensbryt är motsatt viljan att uppleva spelnarrativ. En studie utformades med ändamålet att samla spelares åsikter kring sekvensbryt. För att åstadkomma detta skapades ett textspel kallat Sequerience som gav spelare möjligheten att utöva sekvensbryt och detta användes i kombination med en enkät där de kunde reflektera över ämnet. Studien spreds online och till kanadensiska universitetskretsar och totalt deltog 11 personer. Dessa svar var tillräckliga för att etablera att det finns spelare som kan avsiktligt utöva sekvensbryt med viljan att uppleva ett spels narrativ i behåll. Vid framtida studier kan ett större deltagarantal ge djupare insikt i de olika ställningar som spelare kan ha gentemot sekvensbryt i relation till upplevandet av narrativ. / This 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.
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Effects of interactivity on narrative-driven games : A heuristic approach for narrative-driven gamesAcarsoy, Sara Nil January 2021 (has links)
In narrative-driven games, the story is an essential part of the gameplay, and understanding the story is of great importance. Given that what separates this genre from other storytelling media is interactivity, this thesis focuses on the elements in narrative-driven video games that effects the players' perception of narrative through interactivity. Using players' likes and dislikes from their previous experiences in narrative-driven games, this thesis aims to develop a heuristic approach for interactive narrative elements that offer the narrative through players' input to the game's system and create an effective gameplay experience that delivers the story to the players.
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Game narrative conveyed through visual elements in digital gamesJin, Chengyue January 2021 (has links)
This thesis compares the different concepts of game narrative and traditional narrative, and aims to explore and analyze the relationship between visual elements and game narrative in video games. Game narrative is an emerging narrative based on digital media. It can not only include stories from traditional narratives, but also convey narratives through the virtual environment and mechanisms of games. This thesis discusses the concepts of traditional narrative and game narrative from the basic concepts of narrative, and lists different visual narrative elements and video games of different narrative types on this basis. In addition, this thesis designs a study that includes different dimensions of immersion to investigate the impact of narratives conveyed through visual elements on player immersion.
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Storytelling through Gameplay : Dimensions of AI Design for Narrative PurposesPapworth, Sofia January 2016 (has links)
A vast number of game developers long for and seek to create games that impact and emotionally engages their players. However, it has proven to be a tough challenge to overcome, as a lot of narrative games today completely separate their emotional stories from their engaging gameplay. Extending this insight, this paper proposes the theoretical basis intendedto contribute to the understanding of how to create expressive AI agents, by answering the following question: How can developers tell stories through an AI agent's behaviour? A further key element in this paper is the creation of a conceptual framework, based on a literature study, exemplifying how AI agents can be designed to contribute and support the narrative in a game. The framework suggests that creating these types of AI agents is an iterative process of defining the core themes within a game, deriving an agent's purpose from these and building its behaviours from that purpose. Also, defining how to communicate these behaviours to the player. The framework also emphasizes the importance of user testing during the design process, as a way of evaluating the balance of transparency and emergence within the AI system of the game. The framework is exemplified with a case study conducted on an AI agent, designed and developed for the game Shelter 2: Paws by game studio Might and Delight. The results of the study shows that AI agent has a close connection to the narrative through the main themes of friendship, cooperation and growing up in the game. Finally, the AI agent design is evaluated through user tests, which shows that players interact with the agent as expected and share the game experience that is intended by the developers.
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Designing Game Narrative to Evoke Players’ EmpathyGuo, Yu January 2022 (has links)
The paper would focus on the game narrative and empathy, more specifically, the primary goal of this paper is to see how game narrative evokes players’ empathy and get some narrative design principles that can be used in future game design and research. To fulfill the research goal of the paper, I will analyze three role-playing games To the Moon(2011), A Bird Story(2014), and Finding Paradise(2017). They are all developed by a designer Kan Gao, and focus on storytelling, especially To the Moon, receiving praise for its narrative and was given the "Best Story" award by GameSpot(“To the Moon,” 2022). The result of the paper can complement the study on the intersection of game narrative and empathy, also it can supply some practical cases in the game field for Keen’s(2006) narrative empathy theory. And the study can help researchers to study deeper in this field, and provide more empathic narrative design strategies for game designers. And those devices about plot twists, flashbacks, camera angles, etc, may also apply to the literature and film creation for evoking the audience’s empathy.
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Secondary World: The Limits of LudonarrativeDannelly, David 01 January 2014 (has links)
Secondary World: The Limits of Ludonarrative is a series of short narrative animations that are a theoretical treatise on the limitations of western storytelling in video games. The series covers specific topics relating to film theory, game design and art theory: specifically those associated with Gilles Deleuze, Jean Baudrillard, Jay Bolter, Richard Grusin and Andy Clark. The use of imagery, editing and presentation is intended to physically represent an extension of myself and my thinking process and which are united through the common thread of my personal feelings, thoughts and experiences in the digital age.
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