This paper deals with the differing vocabulary between academic and player discussions when it comes to discussing gaming experiences. The main terminology that is explored is ludonarrative dissonance and ludonarrative harmony along with its usage. Ludonarrative design is connected to a handful of other terminologies such as environmental storytelling and agency, which in my research I take a look at how this affects the player and their experience. The research method is the creation and usage of a taxonomy of vocabulary to attempt to bridge the discussions between players, designers and academics.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:his-23148 |
Date | January 2023 |
Creators | Blomquist, Sanna |
Publisher | Högskolan i Skövde, Institutionen för informationsteknologi |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0021 seconds