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dc.contributor.authorArjoranta, Jonne
dc.date.accessioned2015-07-30T08:16:39Z
dc.date.available2015-07-30T08:16:39Z
dc.date.issued2017
dc.identifier.citationArjoranta, J. (2017). Narrative Tools for Games : Focalization, Granularity, and the Mode of Narration in Games. <i>Games and Culture: A Journal of Interactive Media</i>, <i>12</i>(7-8), 696-717. <a href="https://doi.org/10.1177/1555412015596271" target="_blank">https://doi.org/10.1177/1555412015596271</a>
dc.identifier.otherCONVID_24800999
dc.identifier.otherTUTKAID_66646
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/46553
dc.description.abstractThis 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.
dc.language.isoeng
dc.publisherSage Publications, Inc.
dc.relation.ispartofseriesGames and Culture: A Journal of Interactive Media
dc.relation.urihttp://gac.sagepub.com/
dc.subject.othergranularity
dc.subject.othernarrative
dc.subject.othermeaning-effect
dc.subject.othermode of narration
dc.subject.otherperspectives
dc.titleNarrative Tools for Games : Focalization, Granularity, and the Mode of Narration in Games
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-201507292602
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.contributor.oppiaineDigitaalinen kulttuuri
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.date.updated2015-07-29T09:15:05Z
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange696-717
dc.relation.issn1555-4120
dc.relation.numberinseries7-8
dc.relation.volume12
dc.type.versionsubmittedVersion
dc.rights.copyright© The Author. This is an original manuscript of an article whose final and definitive version will be published by Sage.
dc.rights.accesslevelopenAccessfi
dc.relation.grantnumber276012
dc.subject.ysokerronta
dc.subject.ysonarratologia
dc.subject.ysofokalisaatio
dc.subject.ysodigitaaliset pelit
jyx.subject.urihttp://www.yso.fi/onto/yso/p6895
jyx.subject.urihttp://www.yso.fi/onto/yso/p10906
jyx.subject.urihttp://www.yso.fi/onto/yso/p27928
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
dc.relation.doi10.1177/1555412015596271
dc.relation.funderSuomen Akatemiafi
dc.relation.funderResearch Council of Finlanden
jyx.fundingprogramAkatemiahanke, SAfi
jyx.fundingprogramAcademy Project, AoFen
jyx.fundinginformationThe author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This article has been funded by the Academy of Finland and is a part of the research project Ludification and the Emergence of Playful Culture (276012).
dc.type.okmA1


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