Experiencing Narrative Elements Through Social Communication in Computer Based Role-Playing Game - CASE: Castle of Oulu 1651
نویسندگان
چکیده
A study on how role-play through narrative elements of social communication can be implemented in a computer-based environment. Contemporary computer role-playing games do not support playing roles in a social aspect. Play is conducted in a functional and task-oriented way due to the design of the gameplay. An experimental role-playing game, Castle of Oulu, 1651 was constructed to test aspects of social play and elements borrowed from more traditional forms of role-play. The aim is to determine some essential elements the players need to assume a role and play towards socially structured goals.
منابع مشابه
Alessandro Catania
Narratives are the first means for categorizing experience, whether the experience is real, represented or simulated. As in many textual forms, even in computer games the narrative level is the textual level players are most aware of. Experiencing a computer game is not only a matter of playing and interacting but means being part of a narrative universe. Computer game theory cannot fail to ack...
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تاریخ انتشار 2006