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Narrative Structures in Computer and Video Games

Part 1: Context, Definitions, and Initial Findings

Bibliographic Data

ID7781440
AuthorsBarry Ip (0000-0003-1972-7747, corresponding author)
Year2011
Volume6
Issue2
Pages103-134
Publication date2011-03-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1177/1555412010364982
OpenAlexW2164777766
LanguageEN
Citations received18
References cited15

This essay is the first of a two-part article examining the use of narrative in computer and video games, which provides an overview and discussion of the definitions and representation of stories, plots, and narratives. A range of traditional and emerging narrative techniques are considered, including The Hero’s Journey, three-act structure, the portrayal of human emotions, and character archetypes, from where an in-depth examination of interactive narrative is performed on a range of old and modern games. Initial results pertaining to the time allocated to narrative, the use of back stories, cut scenes, on-screen text, prompts, and game structure are also presented, which reveal a distinct level of uniformity of how interactive narrative is depicted in games spanning over two decades of industry development. The analysis is concluded in the second article, where further results are revealed to help uncover the precise nature of game narratives

Archetype · Art · Context (archaeology · Game studies · HERO · Literature · Multimedia · Narrative · Narrative criticism · Narrative inquiry · Narrative network · Narrative structure · Narratology · Representation (politics · Video game · Artificial Intelligence in Games · Computer Science · Digital Games and Media · History · Narrative Theory and Analysis · Artificial Intelligence

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Unique citing works18
Citations per year1.64
Citation span2015 - 2026 (12)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 18

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