The narrative and ludic nexus in computer games: Diverse Worlds II

Jeffrey E. Brand*, Scott J. Knight

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionResearchpeer-review

19 Citations (Scopus)

Abstract

To examine relationships between narratological and ludological elements in computer games, we undertook an empirical study of 80 contemporary titles. We drew inspiration from Jenkins' 2004 paper on dimensions of narrative architecture and Aarseth, Smedstad and Sunnanå's (2003) paper on a typology of ludological factors in games. Although these two groups of concepts have not been fully explicated, we defined them in concrete terms, citing example game titles. We intersected six groups of narratological factors with seven groups of ludological factors and present the data in this paper. Of the four dimensions of narrative architecture, evoked was most problematic and of the typology of ludological factors, topography and pace of time were least useful. The nexus between narratological and ludological factors is most obvious in the relationship between embedded and emergent narrative and player structure, determinism and strategic objective. We present implications, many game examples and future research ideas.

Original languageEnglish
Title of host publicationProceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play
Number of pages18
Volume3
ISBN (Electronic)2342-9666
Publication statusPublished - 1 Dec 2005
EventDiGRA 2005: Changing Views – Worlds in Play, 2005 International Conference - Vancouver, Canada
Duration: 16 Jun 200520 Jun 2005
http://www.digra.org/digital-library/forums/3-changing-views-worlds-in-play/ (DIGRA '05 Proceedings)

Conference

ConferenceDiGRA 2005
Country/TerritoryCanada
CityVancouver
Period16/06/0520/06/05
Internet address

Fingerprint

Dive into the research topics of 'The narrative and ludic nexus in computer games: Diverse Worlds II'. Together they form a unique fingerprint.

Cite this