donderdag 6 januari 2011

Leesvragen en kadervraag week 5


Neitzel, B. Narrativity in Computer Games. Hoofdstuk 15, pp. 227-245
Neitzel discusses narrativity in computer games. However what is the effect of this on the motivation for the player to choose one game over another? Has there been research on the role of narrativity on the success of games and in how it attracts players?

Aarseth. E. (2000). Allegories of Space: The Question of Spatiality in Computer Games.
Aarseth argues that games are representations of space, but a representation of what space? A real space, a fictive one? Aarseth concludes: games rely on their deviation from reality in order to make the illusion playable. Many games create spaces of their own that aren’t similar to reality, for example World of Warcraft that has created a whole new world. With this in mind, can one really speak of a representation of a space rather than, for example, a fictive space?

Jenkins. H. (2002). Game Design as Narrative Architecture.
Jenskins addresses the debate between ludologists versus narratologists when it comes to the relationship between games and story. Since this text is written in 2002, how has that debate evolved? Are ludologists and narratologists still considered two distinctive camps in this discussion or is this division not as intensive anymore.

Kadervraag
The authors above and other researchers have addressed the discussion around the presence of narrativity in games and in what way it is presented. But has there been any other research into narrativity in games, such as distinction in gamegenre, appeal of narrativity for different kind of players, the evolvement of narrativity and so on? 

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