Narrative Structures in Computer and Video Games
Part 1: Context, Definitions, and Initial Findings
Bibliographic Data
| ID | 7781440 |
|---|---|
| Authors | Barry Ip (0000-0003-1972-7747, corresponding author) |
| Year | 2011 |
| Volume | 6 |
| Issue | 2 |
| Pages | 103-134 |
| Publication date | 2011-03-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/1555412010364982 |
| OpenAlex | W2164777766 |
| Language | EN |
| Citations received | 18 |
| References cited | 15 |
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
Explaining the formation of eudaimonic gaming experiences
Analysis of the Impact of Graphic Design on Spatial Fiction in Digital Games Through Emblems
Writing for Emotional Impact in Film and Video Games
How young adult videogames materialize senses of self through ludonarrative affects
Only you can save the world (of videogames)
Do androids dream of adventure games? Blade Runner , Hollywood and video game adaptation
Diseño emocional e inmersión en videojuegos narrativos. El caso de Detroit
Can narrative cutscenes improve home learning from a math game? An experimental study with children
Mímesis de acción y significado existencial en videojuegos a través de What Remains of Edith Finch
Assassins, Gods, and Androids
Videogames and Agency
A conceptual affective design framework for the use of emotions in computer game design
Toward a Study of Pinball
Hysteria in empathy
Personal Narrative under Nationalism
Character-Driven Storytelling Design for Digital Games
From virtual to physical
Playful Simulations Rather Than Serious Games
| Unique citing works | 18 |
|---|---|
| Citations per year | 1.64 |
| Citation span | 2015 - 2026 (12) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 18 |