409 research outputs found
God of War: Masculinity and Fatherhood Through Procedural Rhetoric
Video games and academia have a long history with one another. Academic researchers have continued to debate the extent to which video games can materialize real world effects. In this thesis, I employ procedural rhetoric and feminist scholarship to analyze the rhetorical power of God of War. I focus on the gameâs immersive procedures and the performances of masculinity from Kratos, Atreus, and Baldur. These three characters all perform different masculinities, and their interactions with one another inform the gameâs portrayal of masculinity and fatherhood. By engaging in violence and depicting nuanced performances of masculinity, God of War positions the player to recognize harmful hegemonic masculine norms and their effects on men and their relationships. This is rhetorically significant, as God of Warâs interrogation of hegemonic masculinity encourages players to interrogate hegemonic masculine norms in the material world
Narrative agency in video games:a case study on how NieR: Automata embraces its medium
Abstract. In this thesis I analyze video games as a narrative medium by focusing on the 2017 video game NieR: Automata by director Yoko Taro and development team PlatinumGames. The main argument of the thesis is that for video games should utilize narrative elements that are unique to video games, such as player interaction. Since video game studies is a relatively new field, it does not have an established theoretical framework similar to traditional media such as literature. Therefore, I present and critique historically relevant approaches related to game narratives like narratology and ludology. Ultimately, I will use neither approach since narratology ignores what differentiates video games from traditional media whereas the ludologistsâ viewpoint of games not being stories fundamentally goes against the premise of my argument.
I will conduct the majority of the analysis by discussing the main story of NieR: Automata from the beginning to the end while highlighting and elaborating on events that provide narrative agency, which I define as moments of gameplay with narrative significance. In addition, I will analyze these events from the perspective of genre to highlight how the video game elements enhance the rhetoric of the story. Throughout the thirty-hour story of NieR: Automata, the player experiences narrative agency by numerous methods. I will argue that the repetition of in-game events without noticeable differences besides character change provides meaningful insight into how the characters are treated without specifically stating it. In addition, while NieR: Automata has few instances of traditional agency, which is characterized as providing the player with the freedom to do meaningful actions, the player can achieve similar feelings of meaningful interaction while telling a scripted narrative with little player influence. Finally, the final ending of NieR: Automata utilizes the game medium in a unique way as the player may sacrifice all their save data to assist other players complete the game. Other media are incapable of implementing similar narrative tools and highlights the influence of narrative agency as the player is willing to forfeit their invested time and saved progress for a narrative statement.TiivistelmÀ. TÀssÀ tutkielmassa analysoin videopelejÀ narratiivisena mediana kÀsittelemÀllÀ vuonna 2017 julkaistua videopeliÀ NieR: Automata, jonka on ohjannut Yoko Taro ja kehittÀnyt pelistudio PlatinumGames. Keskeinen argumenttini on, ettÀ videopelien pitÀisi hyödyntÀÀ niille ominaisia narratiivisia elementtejÀ, kuten pelaajan kanssa tapahtuvaa vuorovaikutusta. Videopelitutkimuksen ollessa suhteellisen uusi tutkimusala, sille ei ole luotuna samanlaista teoreettista taustaa kuin perinteisen median, kuten kirjallisuuden, tutkimukselle. TÀmÀn vuoksi tuon esiin sekÀ kritisoin historiallisesti merkittÀviÀ lÀhestymistapoja pelien narratiivien tutkimuksessa, joita ovat esimerkiksi narratologia ja ludologia. En kuitenkaan kÀytÀ kumpaakaan lÀhestymistapaa analyysissani, sillÀ narratologia jÀttÀÀ huomiotta sen, mikÀ erottaa videopelit mediana perinteisistÀ medioista. Ludologian nÀkökulman mukaan pelit puolestaan eivÀt ole tarinoita, mikÀ on perustavanlaatuisesti vastakkainen nÀkökulma suhteessa tÀssÀ tutkielmassa esittÀmÀÀni argumenttiin.
Toteutan suuren osan analyysista keskittymÀllÀ NieR:Automatan pÀÀtarinaan korostaen ja tarkentaen tapahtumia, jotka tuottavat narratiivista toimijuutta, jonka mÀÀrittelen pelissÀ pelattuna toimintana, jolla on oleellinen merkitys narratiivin kannalta. Analysoin nÀitÀ tapahtumia lisÀksi genren nÀkökulmasta korostaakseni sitÀ, miten videopelien ominaiset elementit tehostavat tarinan retoriikkaa. NieR: Automatan kolmekymmentÀtuntisen tarinan aikana pelaaja kokee narratiivista toimijuutta monien menetelmien myötÀ. VÀitÀn, ettÀ pelissÀ toistuvat osuudet, joiden ainoa huomattava ero on pelattavan hahmon vaihtuminen, tarjoavat merkittÀvÀn nÀkökulman hahmojen kuvaamiseen ilman suoraa kuvailua. Vaikka NieR: Automatassa on vain harvoja perinteistÀ toimijuutta vaativia tilanteita, joille on tyypillistÀ tarjota pelaajalle vapaus valita narratiivin kannalta merkityksellinen toiminta, pelaaja voi saavuttaa tunteen merkityksellisestÀ vuorovaikutuksesta samalla kun peli kertoo kÀsikirjoitetun tarinan, johon pelaajalla on todellisuudessa vÀhÀn vaikutusta. VielÀ lopuksi, NieR: Automatan lopetus hyödyntÀÀ pelimediaa uniikilla tavalla, sillÀ pelaaja voi uhrata kaiken tallennetun datansa auttaakseen muita pelaajia lÀpÀisemÀÀn pelin. Muut mediat eivÀt ole kykeneviÀ kÀyttÀmÀÀn samanlaisia narratiivisia työkaluja, minkÀ lisÀksi lopetus korostaa narratiivisen toimijuuden vaikutusta, jos pelaaja on halukas luopumaan pelaamiseen kÀyttÀmÀstÀÀn ajasta ja tallennetusta etenemisestÀ luodakseen syvemmÀn merkityksen tarinalle, vaikka se ei hyödytÀ hÀntÀ pelaajana
Sugu mĂ€ngudes â metodoloogia ja analĂŒĂŒs
VĂ€itekirja elektrooniline versioon ei sisalda publikatsiooneIsegi tĂ€napĂ€eval peetakse mĂ€ngimist sageli laste ja noormeeste niĆĄitegevuseks. Samas on videomĂ€ngudest saanud ĂŒks kasumlikemaid meelelahutusvorme: 2019. aastal mĂ€ngis videomĂ€nge ĂŒle 2,5 miljardi inimese ĂŒle maailma. Kuigi videomĂ€nge kĂ€sitatakse peamiselt meeste hobina, on mĂ€ngimine tegelikult pea sama atraktiivne nii mees- kui naismĂ€ngurite jaoks. Kuna enamik inimesi on praeguseks osa mĂ€ngukultuurist, isegi kui nad ei liigita end mĂ€ngijateks, tĂ”mbavad mĂ€ngud ĂŒha rohkem teadlaste tĂ€helepanu. Vaatamata suurenevale uurimistöö mahule on videomĂ€ngude mĂ€ngimine endiselt sageli hĂ€bimĂ€rgistatud. MĂ€ngukultuuri kritiseeritakse sageli sellele omistatud soolise kallutatuse, rassismi ja homofoobia pĂ€rast. Ka mĂ€nge endid ja nende kaudu edastatavaid soolisi suhteid peetakse sageli liialt pealispinnaliseks. VideomĂ€ngud ei ole aga poliitiliselt neutraalsed artefaktid. Nad esitavad kultuurilisi vÀÀrtusi, norme ja tavasid, kuid ka panustavad nendesse. Teadlastel puuduvad aga endiselt metodoloogilised vahendid videomĂ€ngude kui eraldiseisva meediumi analĂŒĂŒsimiseks ning viisid sĂŒstematiseerida, kuidas mĂ€ngudes sugu esindatakse.
Doktoritöö eesmĂ€rk ongi luua sĂŒsteemne metodoloogia soo uurimiseks mĂ€ngudes, mis arvestaks videomĂ€ngude kui mitmemÔÔtmelise meediumi eripĂ€rasid, kuid samas laenaks sisendit teiste meediumite uurimiseks loodud meetoditest. Selleks kombineerin humanitaarteaduste meetodeid (nt lĂ€hilugemine), sotsiaalteaduste, draamauuringute, soouuringute ning isegi majanduse ja Ă”igusteaduse meetoditega. Viimased on aga kohandatud mĂ€ngude tehniliste iseĂ€rasustega (reeglid, eesmĂ€rgid ja mehaanika). Selline mĂ€ngude terviklik lugemine pĂŒĂŒab ĂŒletada paljude varasemate mĂ€nguanalĂŒĂŒsi lĂ€henemisviiside mÀÀramatust ja subjektiivsust.
Doktoritöös vĂ”tan kasutusele termini âeelistatud mĂ€ngimineâ, mis on tugevalt mĂ”jutatud Stuart Halli eelistatud lugemise ideest. Eelistatud mĂ€ngimine tugineb vaikevalikutele ja muudele objektiivselt tuvastatavatele tunnustele, et tuvastada kĂ”ige tĂ”enĂ€olisem lĂ€bimĂ€ngimisest tulenev tekst, mida saab sooliselt analĂŒĂŒsida. Kuigi kĂ”nealune raamistik on mĂ”eldud akadeemiliseks kasutamiseks, pĂŒĂŒab see siiski mĂ”jutada ka avalikku diskursust, pakkudes kolmemÔÔtmelist ĂŒlevaadet videomĂ€ngudes esindatud soostEven today, gaming is often seen as a niche activity of children and young men. Video games, however, have become one of the most profitable entertainment media, with over 2.5 billion people worldwide playing video games in 2019. While deemed a predominantly male hobby, gaming is nearly equally attractive to female and male gamers. Most people are, by now, part of gaming culture, even if they would not classify themselves as gamers. This means that games are also attracting increasing scholarly attention. Despite the increasing research, video games still suffer from the stigma of being deemed âsubculturalâ and ultimately ânot artâ. Gaming culture is often criticized for its gender bias, racism and homophobia. Games themselves and the gender relations they communicate are also often perceived as lacking in depth. Video games, however, are not politically neutral artefacts. They present and contribute to the values, norms, and practices fostered by the culture they belong to. Researchers, however, still lack methodological approaches to analyze video games as a distinct medium and to systemize the ways in which games represent gender.
This PhD thesis aims to create a holistic methodology to analyze gender in games that focuses on games as a uniquely multidimensional medium while building on the experience of other disciplines. I will combine humanities methods like close reading with methodologies from the social sciences, drama studies, gender studies and even economics and law. These are adapted to the technicalities and particularities of games, namely the fact that they have to be played and consist of game-specific rules, objectives and mechanics. This holistic reading of games tries to overcome the indeterminacy and subjectivity in many previous approaches to game analysis.
I develop the term âpreferred playingâ, heavily influenced by Stuart Hallâs notion of preferred reading, that relies on default choices and other objectively identifiable features to identify the most likely text resulting from a playthrough, which in turn can then be analyzed in terms of gender. While this framework is intended for academic use, it also strives to influence public discourse by providing three-dimensional insights into gender in video games and betterhttps://www.ester.ee/record=b552405
Story beats in videogames as value-driven choice-based unit operations
We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. Then, we present six types of story beats, Action, Interaction, Inaction, Mental, Emotion, and Sensory, providing videogame examples for each category. In the second half of the paper, we contextualise this framework in the classic game studies theory of videogame narrative and player action: unit operations, gamic action, anatomy of choice, and game design patterns, wrapping it up in the most recent trends in cognitive narratology. Ultimately, we present the story beat as a ludonarrative unit, working simultaneously as a âunit operationâ in the study of games as systems, and as a microunit of character action in narrative analysis. The conclusion outlines prospective directions for using story beats in formal, experiential, and cultural game research.We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. Then, we present six types of story beats, Action, Interaction, Inaction, Mental, Emotion, and Sensory, providing videogame examples for each category. In the second half of the paper, we contextualise this framework in the classic game studies theory of videogame narrative and player action: unit operations, gamic action, anatomy of choice, and game design patterns, wrapping it up in the most recent trends in cognitive narratology. Ultimately, we present the story beat as a ludonarrative unit, working simultaneously as a âunit operationâ in the study of games as systems, and as a microunit of character action in narrative analysis. The conclusion outlines prospective directions for using story beats in formal, experiential, and cultural game research
Fiction and video games:towards a ludonarrative model
Abstract. This thesis presents an evolutionary (rather than revolutionary) step towards a more holistic understanding of narrative meaningfulness in the medium commonly known as video games, based on the intrinsic semiotics of interactivity. The aim of the thesis is to highlight the narrative meaningfulness of not just the written or scripted content of a work, but also the emergent qualities, which may offer the player a serious tool for self-expression and co-authoring the experience. The concepts of coherence and cohesion are also discussed as they pertain to interactive mixed-media experiences. These concepts form the basis for a ludonarrative model that is intended for the examination, analysis and critique of narrative video games. The model is then further explicated by applying it to the examination of the commercially successful The Legend of Zelda: Breath of the Wild.TiivistelmÀ. TÀmÀ tutkielma esittelee pienehkön kehitysaskeleen kohti tarinallisuuden kokonaisvaltaisempaa ymmÀrtÀmistÀ videopeleiksi kutsumassamme mediaformaatissa. Sen pohjana toimii videopeleille luontainen, vuorovaikutuspohjainen semiotiikan teoria. Tutkielman tarkoitus on korostaa pelien tarinallista merkittÀvyyttÀ kirjoitettujen ja kÀsikirjoitettujen sisÀltöjen lisÀksi myös emergenteissÀ eli pelaamalla syntyvissÀ kokemuksissa, jotka voivat mahdollistaa laajankin itseilmaisun ja kanssakirjoittamisen muodon pelaajalle. Tutkielmassa kÀsitellÀÀn myös koheesiota ja koherenssia, sikÀli kun ne koskettavat mediaa, joka yhdistelee erilaisia ilmaisun muotoja. NÀmÀ konseptit muodostavat pohjan ludonarratiiviselle mallille, jonka tarkoituksena on mahdollistaa tarinallisten videopelien tarkastelu, analysointi ja kritisointi. Lopuksi mallia avataan soveltamalla sitÀ kaupallisestikin menestyneen The Legend of Zelda: Breath of the Wild -videopelin tarkasteluun
The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre
For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. I also found that the game challenges notions of masculinity and femininity and takes inspiration from Bildungsroman, which are coming-of-age novels. I proposed a new genre called âZombie Dramaâ which refers to texts that focus on character development in a zombie world backdrop. Next, I deconstructed the visual and auditory aspects of the game and how they contribute to the overall construction of the narrative. Lastly, I covered the filmic influences of The Last of Us and drew connections between the texts and the game
Realistic Dialogue Engine for Video Games
The concept of believable agent has a long history in Artificial Intelligence. It has applicability in multiple fields, particularly video games. Video games have shown tremendous technological advancement in several areas such as graphics and music; however, techniques used to simulate dialogue are still quite outdated. In this thesis, a method is proposed to allow a human player to interact with non-player characters using natural-language input. By using various techniques of modern Artificial Intelligence such as information retrieval and sentiment analysis, non-player characters have the capability of engaging in dynamic dialogue: they can answer questions, ask questions, remember events, and more. This conversation system is highly customizable, so the types of responses that non-player characters give can be modified to fit within a gameâs storyline. Although the system only currently allows for simple dialogue, it illustrates the potential for a more robust way to simulate believable agents in video games
- âŠ