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Games as nonliterary narratives: A temporal view of Aarseth's ontic dimensions

机译:作为非文学叙事的游戏:Aarseth本体论维度的时间观

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Games have redefined the way humans interact with computers and challenged the traditional definitions applied to narratives. Narratologists and ludologists have used a variety of approaches taken from their respective fields to study game narratives. The current study creates a measure of narrativity based on existing literature to plot the game chosen for analysis. Using the ontic dimensions (World, events, objects and agents) formulated by Aarseth, the study applies temporality as a tool, to identify the hierarchy embedded within those dimensions in the game. It is proposed that while such temporal hierarchies differ according to the narrativity measure of each game, the emerging common patterns will create interesting ludo-narrative templates for game design.
机译:游戏重新定义了人类与计算机交互的方式,并挑战了叙事的传统定义。叙事学家和语言学家已经使用了各自领域的各种方法来研究游戏叙事。当前的研究基于现有文献创建了一种叙述性度量,以绘制选择用于分析的游戏。使用Aarseth制定的本体维度(世界,事件,对象和代理),该研究将暂时性用作工具,以识别嵌入游戏中这些维度的层次结构。建议的是,尽管这些时间层次结构根据每个游戏的叙述性度量而有所不同,但新兴的常见模式将为游戏设计创建有趣的ludo叙事模板。

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