Stand up and take your place: identifying narrative elements in narrative adventure and role-play games

Stand up and take your place: identifying narrative elements in narrative adventure and role-play games
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站起来就位:识别叙事冒险和角色扮演游戏中的叙事元素

DOI:
10.1145/1057270.1057285
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发表时间:
2005
期刊:
Comput. Entertain.
影响因子:
--
通讯作者:
B. Webb
B. Webb
中科院分区:
--
文献类型:
--
作者:
Bride Mallon;B. Webb

文献摘要

被引文献

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本文报告了一系列实证研究的结果,探索电脑游戏设计中的冒险和角色扮演的叙事维度。它确定了在这样的游戏中采用的叙事方面,考虑叙事结构和设备在增加用户参与的重要性,并反映在游戏设计的implications.Because不是所有的方法确定在传统的叙事理论可以应用到新的,互动的媒体,现象学,读者反应的方法是在研究中使用,以确定适当的游戏玩家的经验叙事考虑。在两个模型焦点小组研究中,评价反应在受控环境中玩的游戏进行了分析。从确定的影响参与的因素中,那些具有叙述方面的因素被分离出来,并对其重要性进行评估。其中确定的因素是表征,识别,代理,动机,情节,线性,和作者控制。也被认为是破坏的原始叙事功能的叙事-因果关系,时间性和线性-在超结构,和一些设计技术和策略,以解决这种紧张局势,促进用户参与的建议。
This article reports results from a series of empirical studies exploring narrative dimensions of adventure and role-play in computer-game design. It identifies aspects of narrative employed in such games, considers the significance of narrative structures and devices in increasing user-engagement, and reflects on game-design implications.Because not all approaches identified in traditional narrative theory can be applied to the new, interactive media, a phenomenological, reader-response methodology was used in the studies to identify narrative considerations appropriate to game-players' experiences. In two model focus-group studies, evaluative responses to games played in a controlled environment were analyzed. From the factors identified as affecting engagement, those with narrative aspects were isolated and their significance assessed. Among the factors identified are characterization, identification, agency, motivation, plot, linearity, and authorial control. Also considered is the disruption of primal narrative features of narrative--causality, temporality, and linearity--within a hyper-structure, and a number of design techniques and strategies to resolve such tensions and promote user engagement are suggested.