Advertisement

Structuring Digital Game Stories

  • Elizabeth GoinsEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11318)

Abstract

This paper describes ongoing research towards a new model of video game storytelling involving structural manipulation of space and interactivity.

Keywords

Spatial storytelling Environmental storytelling Narrative Space-time Video games 

References

  1. 1.
    Aarseth, E.: A narrative theory of games. In: Proceedings of the International Conference on the Foundations of Digital Games, pp. 129–133. ACM, Raleigh (2012)Google Scholar
  2. 2.
    Nitsche, M.: Video Game Spaces: Image, Play, and Structure in 3D Worlds. The MIT Press (2008)Google Scholar
  3. 3.
    Biswas, S.: Videogames and the art of spatial storytelling (2016). https://killscreen.com/articles/videogames-and-the-art-of-spatial-storytelling
  4. 4.
    Aarseth, E.: Allegories of Space. The Question of Spatiality in Computer Game. In: Eskelinen, M. and Raine, K. (eds.) Cybertext Yearbook 2000, (Jyväskylä: University of Jyväskylä (2001)Google Scholar
  5. 5.
    Murray, J.H.: MIT Press: Hamlet on the Holodeck: the future of narrative in cyberspace. The MIT Press, Cambridge (2001)Google Scholar
  6. 6.
    Aarseth, E.: Allegories of space. In: Borries, F. von, Walz, S.P., and Böttger, M. (eds.) Space Time Play. Birkhäuser Architecture, Basel (2007)Google Scholar
  7. 7.
    Jenkins, H.: Narrative spaces. In: Borries, F. von, Walz, S.P., and Böttger, M. (eds.) Space Time Play. Birkhäuser Architecture, Basel (2007)Google Scholar
  8. 8.
    Jenkins, H.: Game design as narrative architecture. In: Wardrip-Fruin, N., Harrigan, P. (eds.) FirstPerson: New Media as Story, Performance, and Game, pp. 118–130. MIT Press (2004)Google Scholar
  9. 9.
    Carson, D.: Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry (2000). https://www.gamasutra.com/view/feature/131594/environmental_storytelling_.php
  10. 10.
    Schoenau-Fog, Henrik: Adaptive storyworlds. In: Schoenau-Fog, Henrik, Bruni, Luis Emilio, Louchart, Sandy, Baceviciute, Sarune (eds.) ICIDS 2015. LNCS, vol. 9445, pp. 58–65. Springer, Cham (2015).  https://doi.org/10.1007/978-3-319-27036-4_6CrossRefGoogle Scholar
  11. 11.
    Watfen64: Nitty Gritty: Creating A Fetching Environmental Narrative In Games. https://tay.kinja.com/nitty-gritty-creating-a-fetching-environmental-narrati-1796259731
  12. 12.
    Fernández-Vara, C.: Game Spaces Speak Volumes: Indexical Storytelling. In: Proceedings of DiGRA 2011. p. 13 (2011)Google Scholar
  13. 13.
    Mhamdi, C.: Interpreting games: meaning creation in the context of temporality and interactivity. Mediterr. J. Soc. Sci. 8, 39–46 (2017)Google Scholar
  14. 14.
    Fullerton, T.: Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 3rd edn. A K Peters/CRC Press, Boca Raton (2014)CrossRefGoogle Scholar
  15. 15.
    Lankoski, P., Björk, S.: Formal analysis of gameplay. In: Lankoski, P., Björk, S. (eds.) Game Research Methods, pp. 23–35. ETC Press, Pittsburgh (2015)Google Scholar
  16. 16.
    Bjork, S., Holopainen, J.: Patterns in Game Design. Charles River Media, Hingham (2004)Google Scholar
  17. 17.
    Myers, D.: Play Redux: The Form of Computer Games. University of Michigan Press, Ann Arbor (2010)Google Scholar
  18. 18.
    McLuhan, M., Lapham, L.H.: Understanding Media: The Extensions of Man. The MIT Press, Cambridge (1994)Google Scholar
  19. 19.
    Bordwell, D.: Narration in the Fiction Film. University of Wisconsin Press, Madison (1985)Google Scholar
  20. 20.
    Huber, W.H.: Epic Spatialities: the production of space in Final Fantasy games. Third Pers. Authoring Explor. Vast Narrat., pp. 373–384 (2009)Google Scholar
  21. 21.
    Zagal, J.P., Mateas, M.: Analyzing time in video games. In: Lankoski, P., Björk, S. (eds.) Game Research Methods, pp. 37–55. ETC Press, Pittsburgh (2015)Google Scholar
  22. 22.
    Ronneburger, K.: Henri LeFebvre and Urban everyday life : in search of the possible. In: Goonewardena, K., Kipfer, S., Milgrom, R., and Schmid, C. (eds.) Space, Difference, Everyday Life: Reading Henri Lefebvre. Routledge (2008)Google Scholar
  23. 23.
    Lefebvre, H.: The Production of Space. Wiley-Blackwell, Malden (1992)Google Scholar
  24. 24.
    Proshansky, H.M., Fabian, A.K., Kaminoff, R.: Place-identity: physical world socialization of the self. J. Environ. Psychol. 3, 57–83 (1983)CrossRefGoogle Scholar
  25. 25.
    Howard, J.: Quests: Design, Theory, and History in Games and Narratives. A K Peters/CRC Press, Wellesley (2008)CrossRefGoogle Scholar

Copyright information

© Springer Nature Switzerland AG 2018

Authors and Affiliations

  1. 1.Rochester Institute of TechnologyRochesterUSA

Personalised recommendations