818 research outputs found

    As cinemåticas e narrativas de jogos digitais: implicaçÔes para o design de jogos

    Get PDF
    Game cinematics integrating filming techniques, cutscenes, and animations are likely to have a pivotal role in the player experience, emotional attachment, and relatedness to the game narrative content. In recent years, the avoidance of cuts to generate a seamless and connected game experience has challenged older patterns on storytelling in games and find new ways of intertwining gameplay with the narrative. However, a one-size-fits-all strategy may not be applied when considering different storytelling purposes, structures, and language used in diversified game genres. The purpose of this research is to examine the contributions of cinematics to affect game story comprehension, especially in young adults. A multi-stage development research method is applied, encompassing the following activities: (1) identification of requirements to develop game cinematics based on the literature review and interviews with 16 scholars and industry professionals in Game UX, and cinematic development; (2) Development of a Game Cinematics experiment for the game Mutation Madness, using first- and third- perspectives; and a (3) Comparative evaluation of game cinematics in terms of experience and narrative comprehension. The cinematics developed are tested with 46 young adults to assess the effect of the Point Of View (POV) camera on visual attention and story comprehension in Mutation Madness, using an eye- tracking experiment. The results suggest that third- perspective in game cinematics constitute omniscient knowledge of the story, evoking the sense of time and focusing on the story agents, while first- perspective visually guides the player to the game events happening in the time of gameplay. This research contributes to the Communication Sciences and Technologies field by presenting a set of best practices developing game cinematics.As cinemĂĄticas de jogos que integram tĂ©cnicas de filmagem, cutscenes, e animaçÔes, tendem a ter um papel central na experiĂȘncia do jogador, envolvimento emocional, e relação com a narrativa. Nos Ășltimos anos, os padrĂ”es mais antigos inerentes ao processo de contar histĂłrias nos jogos tĂȘm sido desafiados pela ausĂȘncia de cortes e interrupçÔes na experiĂȘncia, de modo a garantir a interconexĂŁo e o entrelaçar da jogabilidade com a narrativa. No entanto, a adoção de uma estratĂ©gia de dimensĂŁo Ășnica pode nĂŁo atender a diferentes propĂłsitos da narrativa, estruturas e linguagem utilizadas em diferentes gĂ©neros de jogos. O objetivo desta investigação Ă© compreender o modo como as cinemĂĄticas podem afetar a compreensĂŁo de histĂłrias de jogos, especialmente em jovens adultos. O mĂ©todo de investigação de desenvolvimento Ă© aplicado, subdividido nas seguintes etapas: (1) Identificação de requisitos para desenvolver cinemĂĄticas de jogos com base na revisĂŁo da literatura e entrevista a 16 acadĂ©micos e profissionais da indĂșstria em experiĂȘncia de jogo, e desenvolvimento de cinemĂĄticas; (2) Desenvolvimento de cinemĂĄticas do jogo Mutation Madness, com recurso Ă  primeira e terceira perspetiva; e (3) Avaliação comparativa das cinemĂĄticas de jogo em termos de experiĂȘncia e compreensĂŁo da narrativa. As cinemĂĄticas desenvolvidas sĂŁo testadas por 46 jovens adultos, recorrendo Ă  metodologia eye-tracking, para avaliar o efeito da perspetiva da cĂąmara [Point Of View (POV)] na atenção visual e na compreensĂŁo da narrativa do jogo Mutation Madness. Os resultados sugerem que a cinemĂĄtica em que Ă© adotada a terceira perspetiva no jogo proposto contribui para um conhecimento omnisciente da histĂłria, evocando o sentido do tempo e concentrando-se nos agentes da histĂłria, enquanto a primeira perspetiva orienta visualmente o jogador para os eventos do jogo que acontecem no tempo da jogabilidade. Esta investigação contribui para a ĂĄrea das CiĂȘncias da Tecnologia da Comunicação ao apresentar um conjunto de melhores prĂĄticas para desenvolver as cinemĂĄticas nos jogos.Mestrado em Comunicação MultimĂ©di

    Embodied Historiographies: Affect and Realism in the "Medal of Honor" and "Call of Duty" Franchises after "Saving Private Ryan"

    Full text link
    This dissertation examines the representation of World War II in First Person Shooters (FPSs) and the shift in their perception after the release of Steven Spielberg’s Saving Private Ryan (1998). It argues that the release of Saving Private Ryan (1998) allowed the genre to unhinge itself from a popular discourse critical of immersive video games and attach itself to a discourse that regarded embodiment as a privileged way of representing history realistically. The first chapter analyzes the PC game Wolfenstein 3D (1992) to establish the genre’s state of play before the release of Spielberg’s film. It lays out the limitations faced by the game genre: due to the perception that FPSs engage the players’ bodies more directly than other media, they found themselves unable to function as fact-based historiographies. As a result, they approached representations of WWII by combining them with the genre inventories of science fiction and horror. Chapter II introduces the term “visceral realism” to analyze the impact of Steven Spielberg’s 1998 war film Saving Private Ryan on representations of WWII and their perception. It argues that the highly physical opening battle scene in particular shifted the perception of such representations from associations with horror and the ‘body genre’ to the idea that bodily experienced WWII historiographies offer a privileged access to the hardships and struggles of the ‘Greatest Generation.’ Chapter III analyzes the first FPS to react to this shift, Medal of Honor (1999), and argues that it unhinged the genre from public controversies in the wake of the Columbine High School Massacre by alluding to accepted genres like the spy thriller and ideologies like the celebration of the ‘Greatest Generation.’ Chapter IV discusses the 2003 FPS Call of Duty and its use of cinematic conventions and portrayal of historical artifacts to establish a U.S.-centric narrative of war from the perspectives of the U.S., U.K. and USSR troops. I argue that this shift in national subjectivities during the game serves as an extension of Cold War ideology by constructing a moral hierarchy between the United States, Great Britain and Communist Russia. Finally, the conclusion considers the historical and cultural environment of this dissertation’s analyses and, using postwar Germany as an example, shows the wide variety of possible readings of these games.PHDGermLang&Lit&ScrArtsCult PhDUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/147519/1/hecknerm_1.pd

    Putting the Video Back in Video Games: Opportunities and Challenges for Visual Studies Approaches to Video Game Analysis

    Get PDF
    I argue for the application of visual studies in video game analysis. This approach presents opportunities for the intersectional analysis of video game visuals as games are brought into dialogue with other visual media like film and painting. This approach also presents challenges due to ontological distinctions between different media as well as due to academic divisions regarding the study of different art and media objects. Despite the challenges presented, a visual studies approach is particularly useful as a critical window into contemporary visual culture at large. I outline the fields of game studies and visual studies, marking their distinctions as well as the areas in which they overlap. I provide examples of visual studies approaches to video game analysis through an emphasis on the visual characteristics of video games. As visual studies is generally considered an interdisciplinary endeavor, I contextualize my analyses through comparisons with other visual media, in particular finding intersections with art history and film studies. Specifically, I argue that perspective is an integral visual trait of many video games, relating the use of linear perspective and isometric perspective, used in some genres of games, with the development of perspective in painting. I examine various cinematic techniques used in video games and discuss their ideological potency. I also cover ways in which video games subvert conventional norms, such as through self-reflexivity, to open up novel avenues for visual expression

    The Reader as Author and the Ontological Divide: Rome Total Warℱ and the Semiotic Process

    Get PDF
    The aim of this paper is to focus on some crucial problems concerning the understanding of the new cultural form called "computer games". There are affinities between most computer games (at least the most popular ones) and the literary or cinematic text in that a story of some sort is in­volved in all of them. In the comparison between cinema texts and com­puter games there is even the shared modality of an audiovisual mode of representation.However, there is a great deal of difference in the way the reader / viewer in literature and cinema and the player in computer games interacts with the respective text in question: modes of identification with characters, immersion in the fictional and game world, passive or more active degrees of interaction, etc. The question is whether semiotics as a viable method­ology can assist in the explication of such textual relationships where the player (as reader of her text) assumes authorial characteristics and to what extent such activity affects the ontological status of player (as reader-cum- author) vis-a-vis the real / fictive gameworld. To limit my scope I elect to examine simulation and strategy games, also called "god-games", which offer an omniscient third-person point of view and a flat grid-like gameworld; in particular I focus on a strategy, turn based, simulation game, Rome Total Warℱ, which offers an additional research parameter, that of History

    Fiction and video games:towards a ludonarrative model

    Get PDF
    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

    Virtual Cinematography in Games:Investigating the Impact on Player Experience

    Get PDF
    • 

    corecore