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RESEARCH PRODUCT
Narrative Tools for Games : Focalization, Granularity, and the Mode of Narration in Games
Jonne Arjorantasubject
Cultural StudiesnarrativeComputer sciencemedia_common.quotation_subjectta6122kerronta050801 communication & media studiesgranularitycomputer.software_genrenarratologiamode of narration0508 media and communicationsArts and Humanities (miscellaneous)Focalizationperspectivesta616NarrativeApplied Psychologymedia_commonfokalisaatio060201 languages & linguisticsCognitive scienceCivilizationMultimediaCommunication05 social sciencesPerspective (graphical)Cognitionfocalization06 humanities and the artsmeaning-effectHuman-Computer InteractionAnthropology0602 languages and literatureGranularitycomputerdigitaaliset pelitCreeddescription
This article looks at three narratological concepts—focalization, granularity, and the mode of narration—and explores how these concepts apply to games. It is shown how these concepts can be used as tools for creating meaning-effects, which are understood here as cognitive responses from the player. Focalization is shown to have a hybrid form in games. This article also explores the different types of narrators and granularities in games, and how these three concepts can be used to create meaning-effects. This is done by discussing examples from several games, for example, Assassin’s Creed III, Skyrim, Fallout: New Vegas, and Civilization.
year | journal | country | edition | language |
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2015-07-28 |