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Games as nonliterary narratives: A temporal view of Aarseth's ontic dimensions

机译:游戏作为非寄生叙事:AARSETH的ontic尺寸的时间视图

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Games have redefined the way humans interact with computers and challenged the traditional definitions applied to narratives. Narratologists and ludologists have used a variety of approaches taken from their respective fields to study game narratives. The current study creates a measure of narrativity based on existing literature to plot the game chosen for analysis. Using the ontic dimensions (World, events, objects and agents) formulated by Aarseth, the study applies temporality as a tool, to identify the hierarchy embedded within those dimensions in the game. It is proposed that while such temporal hierarchies differ according to the narrativity measure of each game, the emerging common patterns will create interesting ludo-narrative templates for game design.
机译:游戏重新定义了人类与计算机互动并挑战传统定义的方式重新定义,以适用于叙述的传统定义。叙述家和诉讼学家使用了各种领域的各种方法来研究游戏叙述。目前的研究创造了基于现有文献来绘制所选择的游戏的叙事的阶段。使用由AARSETH制定的OnTIC尺寸(世界,事件,对象和代理),该研究将时间性应用为工具,以识别嵌入在游戏中的那些维度内的层次结构。建议,虽然这种时间层次结构根据每场比赛的叙述措施而不同,但新兴的普通模式将为游戏设计创造有趣的淫荡模板。

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