Article | KEER2014. Proceedings of the 5th Kanesi Engineering and Emotion Research; International Conference; Linköping; Sweden; June 11-13 | Immersion Levels in Digital Interactive Environements
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Title:
Immersion Levels in Digital Interactive Environements
Author:
Michael Brandse: Kyushu University Graduate School of Design, Japan Kiyoshi Tomimatsu: Kyushu University Faculty of Design, Japan
Download:
Full text (pdf)
Year:
2014
Conference:
KEER2014. Proceedings of the 5th Kanesi Engineering and Emotion Research; International Conference; Linköping; Sweden; June 11-13
Issue:
100
Article no.:
075
Pages:
897-905
No. of pages:
9
Publication type:
Abstract and Fulltext
Published:
2014-06-11
ISBN:
978-91-7519-276-5
Series:
Linköping Electronic Conference Proceedings
ISSN (print):
1650-3686
ISSN (online):
1650-3740
Publisher:
Linköping University Electronic Press; Linköpings universitet


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When discussing narrative in games; game designers and academics alike often ignore a very potent narrative component in favor of more traditional literary devices. The narrative component in question is the game world itself. Doug Church argued that the narrative within games refers to any narrative thread that binds events together and drives the player to complete the game. With this in mind; the game world is a very important part of the game narrative; as the player will be exposed to the game world for the duration of the entire game. It is for this reason that this paper aims to look at the narrative components of the game world. In the past; two definitions were established to describe the game world as a narrative component; namely narrative spaces and narrative descriptors. However; these two definitions prove to be insufficient for the scope of game worlds found in current day game. With this in mind; this paper aims to expand on those two definitions; by analyzing game worlds and deriving new definitions from those worlds and forming models based on those. On top of that; this paper seeks to validate these newfound definitions through the use of the Game Experience Questionnaire (QED).

Keywords: Game design; Interactive Design; Narrative Design; User Experience (UX)

KEER2014. Proceedings of the 5th Kanesi Engineering and Emotion Research; International Conference; Linköping; Sweden; June 11-13

Author:
Michael Brandse, Kiyoshi Tomimatsu
Title:
Immersion Levels in Digital Interactive Environements
References:

Simons; J. (2007). Narrative; Games and Theory. The International Journal of Computer Game Research.


Church; D. (2006). Formal Abstract Design Tools. In K. Salen & E. Zimmerman; The Game Design Reader: A Rules of Play Anthology. Cambridge; MIT press.


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Dubbelman; T. (2011). Designing Stories. Practices of Narrative in 3D Computer Games. In SIGGRAPH ’11 ACM SIGGRAPH 2011 Game Papers (Article no. 6). New York; USA: ACM.


Salen; K.; Zimmerman; E. (2004). Rules of Play. Cambridge; MIT press.


Muhlheim; M.; Huesser; M. (2007) Narrative Space and the Location of Meaning. Academic Exchange Quarterly 2007; 11(1); 26-30.


Blanca; P. 2012. World of Movement. A Narrative Study of Moving Images for Video Games. In 1st International Conference on Illustration and Animation 2012: Proceedings IPCA (pp. 395-407). Ofir; Portugal: IPCA.


IJsselsteijn; W. A.; Poels; K.; de Kort; Y. A. W. Measuring Player Experiences in Digital Games. Development of the Game Experience Questionnaire (GEQ). Manuscript in preparation.

KEER2014. Proceedings of the 5th Kanesi Engineering and Emotion Research; International Conference; Linköping; Sweden; June 11-13

Author:
Michael Brandse, Kiyoshi Tomimatsu
Title:
Immersion Levels in Digital Interactive Environements
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