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A narrative theory of games

Published: 29 May 2012 Publication History

Abstract

This paper presents a narrative theory of games, building on standard narratology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?

References

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Aarseth, Espen (1997): Cybertext: Perspectives on Ergodic Literature. Baltimore and London: Johns Hopkins UP.
[2]
Aarseth, Espen (2004): "Genre Trouble: Narrativism and the Art of Simulation" in Pat Harrigan and Noah Wardrip-Fruin (eds.) First Person. MIT Press, 45--55.
[3]
Aarseth, Espen (2005): "From Hunt the Wumpus to EverQuest: Introduction to Quest Theory" in Proceedings, Entertainment Computing - ICEC 2005: 4th International Conference, Sanda, Japan, September 19--21, 2005. Lecture Notes in Computer Science, Springer 2005, pp 496--506.
[4]
Chatman, Seymour (1978): Story and Discourse: Narrative Structure in Fiction and Film. Itacha and London: Cornell University Press.
[5]
Eskelinen, Markku (2001): "The Gaming Situation" in Game Studies (1,1)
[6]
Forster, E. M. (1927{1956}): Aspects of the Novel. Mariner Books.
[7]
Frasca, Gonzalo (1999): "Ludology meets Narratology: Similitude and differences between (video)games and narrative." http://www.ludology.org/articles/ludology.htm
[8]
Jenkins, Henry (2001/4): "Game Design as Narrative Architecture." http://web.mit.edu/cms/People/henry3/games&narrative.html
[9]
Juul, Jesper (1999): A Clash between Game and Narrative. Master's Thesis. Available from Jesperjuul.net
[10]
Juul, Jesper (2001): "Games telling stories?" in Game Studies (1,1)
[11]
Murray, Janet (2004): "From game-story to cyberdrama", in Harrigan and Wardrip-Fruin: First Person. MIT Press.
[12]
Niesz, Anthony J. and Norman N. Holland (1984): "Interactive Fiction" in Critical Inquiry Volume 11, Number 1, 110--129.
[13]
Ryan, Marie Laure (2006): Avatars of Story. Minneapolis/London: University of Minnesota press.
[14]
Wittgenstein, Ludwig (1953 {2001}). Philosophical Investigations. Oxford: Blackwell Publishing.

Cited By

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  • (2025)DEEP: A model of gaming preferences informedby the hierarchical nature of goal-oriented cognitionEntertainment Computing10.1016/j.entcom.2025.100930(100930)Online publication date: Feb-2025
  • (2025)Game Systems in Analogue Game-Based LearningTransformative Learning Through Play10.1007/978-3-031-78523-8_5(131-177)Online publication date: 1-Feb-2025
  • (2024)Design de Protagonistas Silenciosos: uma análise de personagens de videogame baseada em arquétipos junguianosBlucher Design Proceedings10.5151/cidiconcic2023-157_650137(2147-2155)Online publication date: Jun-2024
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Information

Published In

cover image ACM Other conferences
FDG '12: Proceedings of the International Conference on the Foundations of Digital Games
May 2012
332 pages
ISBN:9781450313339
DOI:10.1145/2282338
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 May 2012

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Author Tags

  1. ludonarrative model
  2. narratology
  3. storygames

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  • Research-article

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FDG'12
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  • SASDG

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Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2025)DEEP: A model of gaming preferences informedby the hierarchical nature of goal-oriented cognitionEntertainment Computing10.1016/j.entcom.2025.100930(100930)Online publication date: Feb-2025
  • (2025)Game Systems in Analogue Game-Based LearningTransformative Learning Through Play10.1007/978-3-031-78523-8_5(131-177)Online publication date: 1-Feb-2025
  • (2024)Design de Protagonistas Silenciosos: uma análise de personagens de videogame baseada em arquétipos junguianosBlucher Design Proceedings10.5151/cidiconcic2023-157_650137(2147-2155)Online publication date: Jun-2024
  • (2024)Game ou superromance?Revista Cientí­fica/FAP10.33871/19805071.2024.31.2.990931:2(272-289)Online publication date: 18-Dec-2024
  • (2024)Gembala Manusia dalam Naskah Film The Island: Nekropolitik MbembeJurnal Onoma: Pendidikan, Bahasa, dan Sastra10.30605/onoma.v10i4.415610:4(4213-4218)Online publication date: 16-Oct-2024
  • (2024)Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric AnalysisGames and Culture10.1177/15554120241273392Online publication date: 16-Aug-2024
  • (2024)Parabolic Emotion: An anthology of poetic games employing ludonarrative techniques in exploring alienationProceedings of the 35th ACM Conference on Hypertext and Social Media10.1145/3648188.3676182(287-288)Online publication date: 10-Sep-2024
  • (2024)Role-Playing with Robot Characters: Increasing User Engagement through Narrative and Gameplay AgencyProceedings of the 2024 ACM/IEEE International Conference on Human-Robot Interaction10.1145/3610977.3634941(522-532)Online publication date: 11-Mar-2024
  • (2024)Taking a Pop at LudonarratologyThe Oxford Handbook of Video Game Music and Sound10.1093/oxfordhb/9780197556160.013.41(612-628)Online publication date: 20-Jun-2024
  • (2024)Ludomusical NarrativityThe Oxford Handbook of Video Game Music and Sound10.1093/oxfordhb/9780197556160.013.12(66-87)Online publication date: 20-Jun-2024
  • Show More Cited By

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