Vis enkel innførsel

dc.contributor.authorBodi, Bettina
dc.contributor.authorThon, Jan-Noël
dc.date.accessioned2021-03-29T13:06:09Z
dc.date.available2021-03-29T13:06:09Z
dc.date.created2021-01-12T18:15:24Z
dc.date.issued2020
dc.identifier.citationFrontiers of Narrative Studies (FNS). 2020, 6 (2), 157-190.en_US
dc.identifier.issn2509-4882
dc.identifier.urihttps://hdl.handle.net/11250/2736012
dc.description.abstractDrawing on Janet Murray (1997), Katie Salen and Eric Zimmerman (2004), and other previous proposals, this article conceptualizes player agency as the possibility space for “meaningful” choice expressed via player action that translates into avatar action, afforded and constrained by a videogame’s design. It further distinguishes between four core dimensions of agency thus conceptualized: First, spatial-explorative agency is afforded by those elements of a videogame’s design that determine the player’s ability to navigate and traverse the game spaces via their avatar. Second, temporal-ergodic agency is afforded by those elements of a videogame’s design that determine the player’s options for interacting with the videogame as a temporal system. Third, configurative-constructive agency is afforded by those elements of a videogame’s design that allow the player to configure their avatar and/or (re)construct the game spaces. Fourth, narrative-dramatic agency is afforded by those elements of a videogame’s design that determine the player’s “meaningful” impact on the unfolding story. The article then moves on to analyze two case studies of independently developed videogames: ZA/UM’s role-playing game Disco Elysium (2019), whose complex nonlinear narrative structure primarily affords configurative and narrative agency, and System Era Softworks’s sandbox adventure game Astroneer (2019), whose procedurally generated game spaces and “open” game mechanics primarily afford explorative, constructive, and dramatic agency.en_US
dc.language.isoengen_US
dc.publisherDe Gruyteren_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.titlePlaying stories? Narrative-dramatic agency in Disco Elysium (2019) and Astroneer (2019)en_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.source.pagenumber157-190en_US
dc.source.volume6en_US
dc.source.journalFrontiers of Narrative Studies (FNS)en_US
dc.source.issue2en_US
dc.identifier.cristin1870143
dc.description.localcode© 2021 Bettina Bodi and Jan-Noël Thon, published by Walter de Gruyter GmbH, Berlin/Boston. This work is licensed under the Creative Commons Attribution 4.0 International License.en_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


Tilhørende fil(er)

Thumbnail

Denne innførselen finnes i følgende samling(er)

Vis enkel innførsel

Navngivelse 4.0 Internasjonal
Med mindre annet er angitt, så er denne innførselen lisensiert som Navngivelse 4.0 Internasjonal