Narratives of Being There

Total Page:16

File Type:pdf, Size:1020Kb

Narratives of Being There Narratives of Being There Computer Games, Presence and Fictional Worlds Teun Dubbelman Utrecht University © 2013 Teun Dubbelman E-mail: [email protected] ISBN: 978-94-6191-775-1 Printed on FSC-certified paper by Ipskamp Drukkers, Enschede, the Netherlands Narratives of Being There Computer Games, Presence and Fictional Worlds Narratieven van aanwezigheid Computergames, presentie en fictieve werelden (met een samenvatting in het Nederlands) Proefschrift ter verkrijging van de graad van doctor aan de Universiteit Utrecht op gezag van de rector magnificus, prof. dr. G.J. van der Zwaan, ingevolge het besluit van het college voor promoties in het openbaar te verdedigen op dinsdag 9 juli 2013 des ochtends te 10.30 uur door Teunis Dubbelman geboren op 18 december 1980 te Breda Promotoren: Prof. dr. J.F.F. Raessens Prof. dr. W.C. Uricchio Co-promotor: Dr. M.J. Kattenbelt Table of contents Acknowledgements ix Introduction 1 1. Working definitions 2 Presence and narrative 2 Computer games 2 Immersion 4 2. Working assumptions 5 3. Research question 5 4. Motivation 6 5. Methodology 8 6. Theoretical framework 9 7. Structure 13 THEORY Chapter 1 The concept of presence 15 1.1. General definition of presence 15 1.1.1. Production of presence 17 1.1.2. Media and art 18 1.1.3. Studying presence 19 1.2. Spatial presence in Presence Theory 21 1.2.1. Presence Theory 21 1.2.2. Spatial presence 22 1.2.3. Logic of mimesis 23 Spatial presence as non-mediation 25 Better technology, better presence 26 Multisensory stimulation 27 1.3. Phenomenology of perception 30 1.3.1. Beyond internal representation 30 1.3.2. Phenomenological media theory 32 Intentionality 33 Prosthetic bodies 35 Prosthetic media 36 1.3.3. Performance theory 38 Intentional arc 38 Repetition 39 1.3.4. Expressive amplification 42 1.4. Theoretical model 45 Chapter 2 The concept of narrative 49 2.1. Narrative and presence 49 2.1.1. Medium-specificity 53 2.1.2. Stories and fictional worlds 55 2.2. Narrative as recounting 57 2.2.1. The classical novel 59 2.3. Narrative as showing 61 2.3.1. Diegesis versus mimesis 62 2.3.2. Disembodied observer 64 2.3.3. Embodied participant 65 Body genres 65 Practices of presence 68 2.3.4. Initial theoretical model 70 2.3.5. Here-and-now or there-and-then 72 2.3.6. Cognitive narratology 75 Possessing narrativity 76 Multimedia construct 78 2.3.7. Computer games 79 2.4. Narrative as participation 82 2.4.1. Narrative architecture 82 2.4.2. Bodily movement 83 2.4.3. Bodily motor-actions 85 2.4.4. Spatiotemporal (re)presentation 87 2.5. Theoretical model 90 2.5.1. A note on interactive images and sounds 92 Cinematic and architectural 93 Camera and level design 95 DESIGN Chapter 3 The production of presence 99 3.1. Player positioning 99 3.2. Embodied presence 101 3.2.1. First-person configuration 104 3.2.2. Semi first-person configuration 107 3.2.3. Dual-locus configuration 110 3.3. Disembodied presence 116 3.3.1. Semi third-person configuration 119 3.3.2. Third-person configuration 122 First-person camera in third-person configuration 125 Chapter 4 The expression of stories and fictional worlds 127 4.1. Exposition and action 128 4.2. Expository action 133 4.2.1. Cutscenes 133 First-person cutscenes 134 4.2.2. Dialogue and monologue 141 Interactive dialogue 142 Static dialogue and monologue 143 Inner monologue 145 (Extra-)diegetic narrator 146 4.2.3. Interactive (extreme) close-up 148 4.2.4. Interactive editing 152 Crosscutting 153 Flashback 154 4.2.5. Mise-en-scène 155 Memory palace 156 Indexical signs 156 Atmosphere 157 4.2.6. Character behaviour 160 Procedurality 164 4.2.7. Scripted sequences 165 4.2.8. Evocative design 169 4.2.9. Combining expository strategies 170 4.3. Constitutive action 176 4.3.1. Image schemas 177 4.3.2. Enacted and emergent narrative 181 Chapter 5 The content of stories and fictional worlds 189 5.1. Quests 189 5.1.1. Heroes 191 5.1.2. Game heroes 193 5.2. Story characters 195 5.2.1. Main characters 195 First-person configuration 195 Third-person configuration 197 Dual-locus configuration 199 5.2.2. The main character: personality 200 5.2.3. The main character: personal background 203 First-person configuration 203 Dual-locus and third-person configuration 214 5.2.4. Minor characters 221 5.2.5. Interpersonal relationships 224 Conclusions 227 Bibliography 233 Samenvatting (Summary in Dutch) 255 Biography 259 Acknowledgements I consider it a great privilege to have been given the opportunity to conduct research on computer games. I am aware that this research would not have been possible without the societal belief in the value of academic research: the belief that the academic endeavour contributes something to society, whether materially, morally or intellectually. During my research, I have tried to be faithful to this belief. Even when sunken deep in high theory and academic terminology, I have searched for lines of thought that would make my intellectual ventures applicable and understandable to non- academics. I sincerely hope I have succeeded in this intention. I would be more than grateful if the ideas expressed in this research were to move beyond the walls of our universities and inspire students and professionals in the game industry and beyond. I would like to express my sincere gratitude to Joost Raessens, William Uricchio and Chiel Kattenbelt for entrusting me with a PhD-position, sharing their in-depth expertise and supporting my academic adventures abroad. I would also like to thank the pioneers of the GATE project for advancing game research in the Netherlands, especially Mark Overmars, Willem-Jan Renger, Remco Veltkamp, Piet Buitendijk and Rita Jansen. This research would not have been possible without the guidance I have received over the years. I consider myself fortunate to have been surrounded by such inspiring and talented researchers. I thank my colleagues, past and present, at Utrecht University and the Center for the Study of Digital Games and Play (GAP): Marianne van den Boomen, Marinka Copier, Isabella van Elferen, René Glas, Sybille Lammes, Michiel de Lange, Ann-Sophie Lehmann, David Nieborg, Valentina Rao, Mirko Tobias Schäfer and Imar de Vries. My former colleagues at the Radboud University in Nijmegen: First and foremost Anneke Smelik, who has been a great mentor to me; also Helleke van den Braber, Dennis Kersten, Sophie Levie, Vincent Meelberg, Edwin van Meerkerk, Liedeke Plate, Mathijs Sanders and Martijn Stevens. Appreciation goes out to Espen Aarseth, Sebastian Domsch, Mathias Fuchs, Alison Gazzard, Bjarke Liboriussen, Stephan Günzel, Sebastian Möring, Souvik Mukherjee, Michael Nitsche, Niklas Schrape and Karla Sofia Höß for the stimulating discussions on spatiality during the Ludotopia meetings in Copenhagen and Manchester. I wish to thank the Netherlands America Commission for Educational Exchange and the Fulbright Center, in particular Marcel Oomen and Linda Pietersen, for giving me the opportunity to conduct research at the Massachusetts Institute of Technology (MIT); William Uricchio and Philip Tan Boon ix for inviting me to the Singapore-MIT GAMBIT Game Lab; Clara Fernandez-Vara, Matthew Weise and the rest of the GAMBIT-staff for their input and enthusiasm. A special note of appreciation goes out to Jason Begy and Allison Corman. Thank you for welcoming me into your home. Your warm hearts made my visits to Boston and Cambridge unforgettable and incredibly fun. I would also like to thank their friends Paul Colburn and Beth Colburn. I express my sincere gratitude to Simone Veld, supervisor at the Research Institute for History and Culture (OGC). Your gifts for motivating people have been my blessing. Thank you. I also cherish the moments spent with friends and fellow PhD candidates Koen Leurs and Jasper Sluijs during lunches, coffee breaks and evening drinks. Your good spirits and talents have helped me a lot. I would like to express my gratitude to José van Aelst, Kate Delaney, Charlotte Dikken, Christien Franken, Liesbeth Groot Nibbelink, Roeland Harms, Kitty Kilian, Saskia Peels, Gerrie Strik and Sophie Wils for their support. I also thank Maaike Bleeker, Jeroen Jansz, Frank Kessler, Jos de Mul and Ben Schouten, members of my dissertation committee, for engaging with my work. To the friends dear to me, thank you all for the great times you have given me: Corneel Billet, Willem van Bruggen and Judith Holland, Marieke Cools-Konings and Ivo Cools, Tom van Doornum and Marlies Jansen, Reinier van der Eeze and Marisa Martin, Kristof Franse and Karlijn Overeem, Sandra Janssen, Koen Leurs and Stephanie Rap, Emile van der Linden and Jennifer Jones, Peter Muselaers and Femke van Veldhuijsen, Ronald van Opstal, Michel van de Pas, Jasper Sluijs and Lizzy Eilbracht, Bram Vriends and Josiana Alves Livramento. Love goes out to my family, my aunts Lies and Elian, my uncles Kees and Leo, my niece Jira and her children Pelle and Rosie. To my parents Marie and Peter, my sister Doris, her partner Steven, my brother Gijs and my sister in law Meike. You kept me standing when the burden of my research weighed heavy on my shoulders. I would also like to express my love for my partner’s family: Kees, Mieke, Klaas and Marieke. Thank you for encouraging me to continue when I felt like giving up. To the love of my life, Carolien, thank you for everything you have done for me. Being in your presence is a present for which I am grateful every day. x Introduction Why do I play games? The answer to this question lies close to the topic of this study.
Recommended publications
  • Pdf (Accessed 2.10.14)
    Notes 1 Introduction: Video Games and Storytelling 1. It must be noted that the term ‘Narratological’ is a rather loose application by the Ludologists and the implications of this are pointed out later in this chapter. 2. Roland Barthes states that the ‘infinity of the signifier refers not to some idea of the ineffable (the unnameable signified) but to that of a playing [ ...] theText is plural’. Source: Barthes, R., 1977. Image, Music, Text, in: Heath,S.(Tran.), Fontana Communications Series. Fontana, London. pp. 158–159. 3.In Gaming Globally: Production, Play, and Place (Huntemann and Aslinger, 2012),theeditors acknowledgethat ‘while gaming maybe global, gaming cultures and practices vary widely depending on the power and voice of var- ious stakeholders’ (p. 27). The paucity of games studies scholarship coming from some of the largest consumers of video games, such as South Korea, China and India, to name a few, is markedly noticeable. The lack of represen- tation of non-Western conceptions of play culture and storytelling traditions is similarly problematic. 4. Chapter 8 will engage with this issue in more detail. 5. ‘(W)reading’ is preferred over the more commonly used neologism ‘wread- ing’toemphasise the supplementarity of the reading and writingprocesses and also to differentiate it from earlier usage that might claim that the two processes are the same thing. 3 (W)Reading the Machinic Game-Narrative 6. For whichhe is criticisedby Hayles (see Chapter 2). 7. Landow respondstothis by rightly stating that Aarseth misreads his original comment where heclaims that ‘the reader whochooses among linksortakes advantage of Storyspace’s hypertext capabilities shares some of the power of theauthor’(Landow, p.
    [Show full text]
  • Bioshock® Infinite: Burial at Sea – Episode Two Available for Download Starting Today
    BioShock® Infinite: Burial at Sea – Episode Two Available for Download Starting Today March 25, 2014 8:00 AM ET Irrational Games delivers its final episode and concludes the story of BioShock Infinite and Burial at Sea NEW YORK--(BUSINESS WIRE)--Mar. 25, 2014-- 2K and Irrational Games announced today that BioShock® Infinite: Burial at Sea – Episode Two is downloadable* in all available territories** on the PlayStation®3 computer entertainment system, Xbox 360 games and entertainment system from Microsoft and Windows PC starting today. BioShock Infinite: Burial at Sea – Episode Two, developed from the ground up by Irrational Games, is the final content pack for the award-winning BioShock Infinite, and features Elizabeth in a film noir-style story that provides players with a different perspective on the BioShock universe. “I think the work the team did on this final chapter speaks for itself,” said Ken Levine, creative director of Irrational Games. “We built something that is larger in scope and length, and at the same time put the player in Elizabeth’s shoes. This required overhauling the experience to make the player see the world and approach problems as Elizabeth would: leveraging stealth, mechanical insight, new weapons and tactics. The inclusion of a separate 1998 Mode demands the player complete the experience without any lethal action. BioShock fans are going to plotz.” *BioShock Infinite is not included in this add-on content, but is required to play all of the included content. **BioShock Infinite: Burial at Sea – Episode Two will be available in Japan later this year. About BioShock Infinite From the creators of the highest-rated first-person shooter of all time***, BioShock, BioShock Infinite puts players in the shoes of U.S.
    [Show full text]
  • Trademark Information / 商標資訊 "2", "Playstation", "-" and "DUALSHOCK" Are Registered Trademarks Or Trademarks of Sony Interactive Entertainment Inc
    SIE Trademark Information / 商標資訊 "2", "PlayStation", "-" and "DUALSHOCK" are registered trademarks or trademarks of Sony Interactive Entertainment Inc. "Sony Entertainment Network" is a trademark of Sony Corporation.2 "Blu-ray DiscTM" and "Blu-rayTM" are trademarks of the Blu-ray Disc Association. See important health and safety warnings in the system Settings menu. TABLE OF CONTENTS GETTING STARTED 4 GETTING STARTED 5 CONTROLLER LAYOUT PlayStation®4 system 6 PRODUCT SUPPORT Starting a game: Before use, carefully read the instructions supplied with the PS4™ computer entertainment system. The documentation contains information on setting up and 6 CONTROLS using your system as well as important safety information. 6 BASIC OFFENSE 6 BASIC DEFENSE Touch the power button of the PS4™ system to turn the system on. The power indicator 7 ADVANCED OFFENSE blinks in blue, and then lights up in white. Insert the NBA 2K17 disc with the label facing 8 ADVANCED DEFENSE up into the disc slot. The game appears in the content area of the home screen. Select the software title in the PS4™ system’s home screen, and then press the button. Refer to this 9 PRO STICK™ H manual for information on using the software. 9 PRO STICK™: SHOOTING 10 PRO STICK™: DRIBBLING Quitting a game: Press and hold the PS button, and then select [Close Application] on 11 POST SHOTS the screen that is displayed. 11 POST MOVES 12 DEFENSIVE CONTROLS Returning to the home screen from a game: To return to the home screen without 15 NBA 2K17 GAME CREDITS quitting a game, press the PS button.
    [Show full text]
  • The Impact of Video Game Interactivity on the Narrative
    THE IMPACT OF VIDEO GAME INTERACTIVITY ON THE NARRATIVE CAMERON EDMOND (BA) MACQUARIE UNIVERSITY FACULTY OF ARTS DEPARTMENT OF ENGLISH OCTOBER 2015 This thesis is presented in partial fulfilment of the requirements of the degree of Master of Research at Macquarie University. I certify that this thesis is entirely my own work and that I have given fully documented reference to the work of others. The thesis has not previously, in part or in whole, been submitted for assessment in any formal course of study. Signed: (Cameron Edmond) Contents Summary...................................................................................................................................7 Acknowledgements...................................................................................................................9 Introduction............................................................................................................................11 Chapter 1 – The Player-Hero: A Hollow Sphere................................................................25 Chapter 2 – The NPC Goddess: A Bridge Between Spheres..............................................43 Chapter 3 – The Game World: The Ultimate Controller of Interactivity........................59 Conclusion...............................................................................................................................75 Works Cited............................................................................................................................79 Appendix…….........................................................................................................................87
    [Show full text]
  • Revolutionary High-Flyer and Globally Beloved Legend Announced As
    Revolutionary high-flyer and globally beloved legend announced as the first of two playable pre- order characters in upcoming edition of flagship WWE video game franchise NEW YORK--(BUSINESS WIRE)-- 2K today announced that former WWE Champion, Rey Mysterio, will return to virtual WWE action – for the first time in four years – through WWE® 2K19, the forthcoming release in the flagship WWE video game franchise. The revolutionary luchador and “Master of the 619” – who routinely overcame insurmountable odds and established himself as one of the most popular Superstars in WWE history – will appear in WWE 2K19 as a playable character wearing ring gear reflective of his surprise appearance in the 2018 Royal Rumble. Mysterio, alongside a second playable character to be announced by 2K in the coming weeks, will be available as bonus content for those who pre-order the game at participating retailers for the PlayStation®4 computer entertainment system, the Xbox One family of devices including the Xbox One X and Windows PC. WWE 2K19 is currently scheduled for worldwide release on October 9, 2018, with Early Axxess players receiving their copies and in-game bonuses beginning four days early on October 5, 2018. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20180626005295/en/ 2K today announced that former WWE Champion, Rey Mysterio, will return to virtual WWE action – for the first time in four years – through WWE® 2K19, the forthcoming release in the flagship WWE video game franchise. (Photo: Business Wire) “Since my WWE debut in 2002, ‘Never Say Never’ – the WWE 2K19 campaign theme – has been a big part of my career,” said Mysterio.
    [Show full text]
  • Focalization in 3D Video Games Michael Nitsche Georgia Institute of Technology 686 Cherry St Atlanta, GA 30332-0165 ++1 404 8947000 [email protected]
    Focalization in 3D Video Games Michael Nitsche Georgia Institute of Technology 686 Cherry St Atlanta, GA 30332-0165 ++1 404 8947000 [email protected] ABSTRACT that ‘if I throw a ball at you, I don’t expect you to drop it This paper investigates Bal’s concept of focalization for and wait until it starts telling stories’ [8] reaches too far. 3D video games. First, the argument traces focalization in In contrast to board games or physical games, video the historical development of camera strategies in 3D games present us not with a ball but a moving video video games. It highlights the detachment of the camera image of one. The ball in Pong (Nolan Bushnell for Atari/ into an own interactive operator. Then, it exemplifies the Atari, USA 1972) as well as in MVP Baseball 2005 visual focalization in video games using two case studies. (Brent Nielsen for EA/ EA, USA 2005) is “shown” from In the following, it looks at possible problems and effects a certain perspective and in a certain context. That is why of focalization. The argument concludes that dynamic focalization is important for games. focalization allows video games to apply narrative A narrative situation is at work in the presentation of the guidance without the linearity of a “telling” voice. ball. The level of its complexity might vary and the narrative situation might be dwarfed next to other more dominant factors during the gameplay (e.g. in Pong), but Keywords it is an essential part of the way especially 3D video Video game, camera, focalization, narrative perspective.
    [Show full text]
  • Moral Dilemmas in Computer Games Miguel Sicart
    Moral Dilemmas in Computer Games Miguel Sicart 1 Examples include 2K Marin/Digital Introduction Extremes/2K China/Arkane Studios, Some of the most popular recent computer games have used Bioshock 2 (2K Games, 2010); Quantic morality as a marketing strategy, promising that players’ moral Dream, Fahrenheit (Atari, 2005); Quantic choices would critically affect the game experience.1 Although Dream, Heavy Rain (Sony Computer many of these games have been criticized for proposing shallow Entertainment, 2010); Obsidian dilemmas that do not reflect the ethical possibilities of aesthetic Entertainment, Fallout: New Vegas (Bethesda Softworks, 2010); Lionhead expression, morality nevertheless is a topic that professional game Studios, Fable (Microsoft Game Studios, designers increasingly feel the need to address.2 2004); Irrational Games,Bioshock (2K This paper addresses the question of the design of ethical Games, 2007); and Bethesda Game game-based experiences, arguing that developers should focus on Studios, Fallout 3 (Bethesda Softworks/ presenting players with ill-defined problems that demand ethical ZeniMax Media, 2008). 2 For analyses and critiques of the games, thinking and creative engagement as part of the gameplay experi- see Miguel Sicart, The Ethics of ence. Taking concepts from design research and philosophical eth- Computer Games (Cambridge, MA: The ics, this paper postulates that game designers have approached MIT Press, 2009); and José Zagal, morality in games as a tame problem, formalizing decision-mak- “Ethically Notable Videogames: Moral ing through finite, solvable, computable puzzles.3 This approach Dilemmas and Gameplay,” (2009) http:// has proven commercially successful but aesthetically unsatisfying facsrv.cs.depaul.edu/~jzagal/Papers/ Zagal-EthicallyNotableVideogames.pdf because it encapsulates the process of ethical thinking in the con- (accessed February 27, 2012).
    [Show full text]
  • 2KSMKT WWE2K19 XB1 Onlin
    WARNING Before playing this game, read the Xbox One system, and accessory manuals for important safety and health information. www.xbox.com/support. Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any relatives have a history of seizures or epilepsy, consult a doctor before playing. Product Support: http://support.2k.com Please note that WWE 2K19 online features are scheduled to be available until May 31, 2020 though we reserve the right to modify or discontinue online features without notice. CONTROLLER LAYOUT Xbox One Wireless Controller (Hold)+ Run Reverse Attacks
    [Show full text]
  • Take-Two Interactive Software, Inc. Expands Online Initiatives in Asia
    Take-Two Interactive Software, Inc. Expands Online Initiatives in Asia October 25, 2012 8:01 AM ET 2K Games to bring successful Civilization franchise to region as a massively multiplayer online game NEW YORK--(BUSINESS WIRE)--Oct. 25, 2012-- Take-Two Interactive Software, Inc. (NASDAQ: TTWO) today announced the development of a massively multiplayer online game (MMOG) based on its successful Civilization franchise. Through a previously announced partnership with renowned South Korean-based studio XLGAMES and under the leadership of its CEO and MMOG design luminary, Jake Song, Civilization Online (working title) is being designed from the ground up as an entirely new online-only entertainment experience for the Asian market. Civilization series creator, Firaxis Games, and XLGAMES have been lending their respective expertise and vision to developing Civilization Online. Mr. Song is highly regarded for his integral role in creating the popular Korean MMORPG, Lineage, which has attracted 43 million players. For this project, he is leading a team of more than 100 people in Seoul, making it one of the most ambitious online game development initiatives taking place in South Korea. Firaxis Games is widely known for its long and distinguished history with Civilization, its leading strategy franchise, which has sold-in more than 11-million units worldwide, and includes the critically acclaimed and commercially successful releases of Sid Meier’s Civilization V and Civilization V: Gods and Kings. Earlier this month, Firaxis Games launched XCOM: Enemy Unknown, which has received excellent reviews from consumers and the media. “Making our intellectual property available to delight consumers wherever they are is an important component of our long-term growth strategy,” said Strauss Zelnick, Chairman and CEO of Take-Two.
    [Show full text]
  • View the Manual
    IMPORTANT HEALTH WARNING: PHOTOSENSITIVE SEIZURES A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any relatives have a history of seizures or epilepsy, consult a doctor before playing. Product Support: http://support.2k.com Please note that WWE 2K19 online features are scheduled to be available until May 31, 2020 though we reserve the right to modify or discontinue online features without notice. 2 KEYBOARD CONTROLS ACTION KEY WAKE UP TAUNT 1 TOGGLE SIGNATURE / FINISHER 2 TAUNT OPPONENT 3 TAUNT CROWD 4 PAUSE ESC DISPLAY CURRENT TARGET C FRONT FACELOCK / GRAPPLE DOWN ARROW IRISH WHIP / PIN RIGHT ARROW SIGNATURE / FINISHER
    [Show full text]
  • Well Played 3.0: Video Games, Value and Meaning Drew Davidson Et Al
    Well Played 3.0: Video Games, Value and Meaning Drew Davidson et al. Published: 2011 Categorie(s): Tag(s): "Video Games" Criticism Analysis Play Literacy 1 Preface Copyright by Drew Davidson et al. & ETC Press 2011 ISBN: 978-1-257-85845-3 Library of Congress Control Number: 2011932994 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: All images appearing in this work are used and reproduced with the permission of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. Design & composition by John J. Dessler THANK YOU This third Well Played book was yet another enjoyable project full of in- teresting insights into what makes videogames great. A huge thank you to all the contributors who shared their ideas along with some insipiring analysis. A thank you to John Dessler for his great work on the book design. And thanks again to participation and support of everyone who has joined in the discussion around games being well played. And to my wife, as always. 2 Table of Contents The Deeper Game of Pokémon, or, How the world's biggest RPG inad- vertently teaches 21st century kids everything they need to know ELI NEIBURGER Hills and Lines: Final Fantasy XIII SIMON FERRARI And if You Go Chasing Rabbits: The Inner Demons of American McGee's Alice MATTHEW SAKEY Limbo ALICE TAYLOR The Neverhood; A Different Kind of Never Never Land.You Had Me at Claymation STEPHEN JACOBS Heavy Rain – How I Learned to Trust the Designer JOSÉ P.
    [Show full text]
  • A Study for the Artist Through Theories of Art & Visual Perception
    This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. Building 'Game worlds' : a study for the artist through theories of art & visual perception Lee, Jolly Yu See 2017 Lee, J. Y. S. (2017). Building 'Game worlds' : a study for the artist through theories of art & visual perception. Master's thesis, Nanyang Technological University, Singapore. http://hdl.handle.net/10356/70522 https://doi.org/10.32657/10356/70522 Downloaded on 27 Sep 2021 20:17:27 SGT Building ‘Game Worlds’: A Study For the Artist Through Theories of Art & Visual Perception by Lee Yu See Jolly Supervised by Kenneth Feinstein A thesis submitted in partial fulfilment of the requirements for the degree of Master of Arts Research programme in the School of Arts, Design and Media Nanyang Technological University May 2016 2 Acknowledgement The process of research is never an easy road and there are many people to be grateful to. This will be done in my acknowledgements and unfortunately, it may not be enough to express the amount of gratitude I have for all the encouragement, guidance and help received. Firstly, Rudolf Arnheim’s literature inspired the inclusion of the topic of visual perception within this research on visual game world. He was an exceptional psychologist, theorist and writer, who created Art and Visual Perception and The Power of the Center. It is an honour to study and apply his perceptual theories into the medium of video games. Secondly, I would like to thank the Professor and Chair, Vibeke Sorenson, for this wonderful opportunity to conduct a research within the School of Art, Design, and Media.
    [Show full text]