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Essential Elements of Narrative and Agency in Digital Interactive Narrative Games.

机译:数字互动叙事游戏中叙事和代理的基本要素。

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摘要

Digital interactive games, or video games as they are more commonly called, have the substantial potential to involve players in the act of story creation. Though not all video games contain a narrative with which the player can interact, many do. These games, known as digital interactive narrative games, purposefully embed a narrative structure and allow the player to interact with narrative elements in order to produce a unique story product. Thus, while not all games should be considered narrative media, this text deals with those that can. This text, therefore, begins by addressing the counterproductive argument that suggest videogames are not a narrative form of media. Instead, this text posits that, if we acknowledge that digital games have narrative potential and that many game developers want to incorporate narratives into games, then we can likewise proceed with inquiries about how digital games support story creation.;While some Game Studies scholars argue that the inclusion of a narrative limits a player's agency, this text suggests that such arguments not only misrepresent how narrative structures lead to the creation of stories but also how those narrative structures support numerous type of player agency. As such, this text begins by examining narrative theory and its structures in order to show how those structures map to digital interactive narrative games. Next, this text similarly engages with social agency theory to consider new ways of understanding the states and types of agency players possess in digital interactive narrative games. Based on these analyses, a set of evaluative criteria is generated to aid in the assessment of narrative and agency in digital interactive narrative games. These criteria are then tested and applied in a series of three case studies of four digital interactive narrative games: Mass Effect 2, The Elder Scrolls V: Skyrim, Kentucky Route Zero, and The Banner Saga. Two primary conclusions are drawn in this text. The first is that players of digital interactive narrative games act as agents who simultaneously perform as both the narrator agent and the character agent found in traditional, non-procedural, narrative mediums. The second is that agency is not static in games, nor is agency of a single type. Rather, there are different types of agency a player can possess and maintain, and these occur at different times and to different degrees. The level of agency a player maintains will always be in flux; as the player interacts with the game, its rules, and its procedures, the player also interacts, mediates, and negotiates agency within the world the game creates. Similarly, the types of agency the player may experience are numerous. Given the focus of this text, two kinds of agency are directly considered: narrative agency and ludic agency. By neither oversimplifying the understanding of narrative nor of agency, this text, establishes new ways and new methods for understanding and analyzing digital interactive narrative games and the ways in which these games are and can be designed to contain a well-formed narrative while also establishing ways for the player to intervene and participate in the creation of a story.
机译:数字互动游戏或视频游戏(通常被称为视频游戏)具有使玩家参与故事创作的巨大潜力。尽管并非所有的视频游戏都包含可以与玩家互动的叙述,但很多人都可以。这些被称为数字交互式叙事游戏的游戏有意嵌入了叙事结构,并允许玩家与叙事元素进行交互,以产生独特的故事产品。因此,尽管并非所有游戏都应被视为叙事媒体,但本文将探讨那些可以叙事的媒体。因此,本文首先从适得其反的观点开始,这些观点认为视频游戏不是媒体的叙事形式。相反,本文假设,如果我们承认数字游戏具有叙事潜力,并且许多游戏开发人员希望将叙事纳入游戏中,那么我们同样可以进行有关数字游戏如何支持故事创作的询问。由于包含叙事限制了玩家的代理机构,因此本文认为,这样的论点不仅误解了叙事结构如何导致故事的产生,而且还误解了这些叙事结构如何支持多种类型的玩家代理。因此,本文首先探讨叙事理论及其结构,以展示这些结构如何映射到数字互动叙事游戏。接下来,本文类似地与社会代理理论相结合,以考虑新的方式来理解数字互动叙事游戏中代理参与者所处的状态和类型。基于这些分析,将生成一组评估标准,以帮助评估数字交互式叙事游戏中的叙事和代理。然后对这些标准进行测试,并将其应用于四个数字交互式叙事游戏的三个案例研究中:《质量效应2》,《上古卷轴V》:《天际》,《肯塔基州零号路线》和《旗帜传奇》。本文得出两个主要结论。首先是数字互动叙事游戏的玩家充当代理,同时扮演传统,非过程叙事媒介中的叙述者代理和角色代理。第二个问题是代理在游戏中不是静态的,也不是单一类型的代理。而是,玩家可以拥有和维持不同类型的代理机构,并且它们发生在不同的时间和程度。球员保持的代理水平总是在变化;当玩家与游戏,其规则和程序进行互动时,玩家还将在游戏所创造的世界中进行互动,中介和协商。类似地,玩家可能经历的代理类型很多。鉴于本文的重点,直接考虑了两种代理:叙事代理和讽刺代理。通过不过度简化对叙事和对代理的理解,本文建立了理解和分析数字互动叙事游戏的新方法和新方法,以及这些游戏被设计为可以包含格式良好的叙事的方式,同时也确立了叙事方式。玩家干预和参与故事创建的方式。

著录项

  • 作者

    Joyce, Lindsey.;

  • 作者单位

    The University of Texas at Dallas.;

  • 授予单位 The University of Texas at Dallas.;
  • 学科 Mass communication.;American studies.
  • 学位 Ph.D.
  • 年度 2017
  • 页码 279 p.
  • 总页数 279
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 康复医学;
  • 关键词

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