In this thesis, the author will highlight the aspects of how video games transport a story to the player. To do so, she wants to give a short overview describing how the term of literature has developed. Literature is not restricted to written books only. People have always found new ways to tell their stories, and improve them. The author will also give a brief overview of how video games have been invented and how they have developed until today. The way people played video games has changed. Once a social gathering inarcades, video games have become an activity that is performed in private, at home. The advances in technology go together with the progress in developing video games. As computers grew stronger, more complex video games could be developed.
Inhaltsverzeichnis (Table of Contents)
- Introduction
- Theoretical Framework
- The Term of Literature
- A brief History of Video Games
- Narrative Concepts
- Act-structure
- Chapters to structure story
- The Geometric Design Structure
- Ludology versus Narratology
- Experience of Virtual Spaces
- Interaction versus Narrative
- Immersion and Player Involvement
- Space and Time in Video Games
- Conclusion
Zielsetzung und Themenschwerpunkte (Objectives and Key Themes)
This thesis examines how video games convey stories to players. It aims to provide an overview of the evolution of the term "literature" and the development of video games. The thesis will explore the structures and techniques used in storytelling across different media, including novels, movies, and video games, focusing on how these structures are adapted and applied in the context of video games.
- The evolution of the term "literature" and its application to video games
- The development of video games and their storytelling techniques
- Comparison of narrative structures in different media, specifically the act-structure, chapters, and the Geometric Design Structure
- The relationship between interaction and narrative in video games, including the concepts of ludology and narratology
- The concept of immersion in video games and its relationship to player involvement and the design of game spaces and time
Zusammenfassung der Kapitel (Chapter Summaries)
- Introduction: This chapter introduces the topic of storytelling in video games and the importance of immersion. It also discusses the development of the term "literature" and the evolution of storytelling across different media.
- Theoretical Framework: This chapter explores the term "literature" and its application to video games. It examines various narrative concepts, including the act-structure, chapters, and the Geometric Design Structure, and how they are used in storytelling. It also discusses the relationship between ludology and narratology in the context of video games.
- Experience of Virtual Spaces: This chapter focuses on the interaction between narrative and player experience in video games. It discusses the concept of immersion and its role in player involvement, and how game spaces and time contribute to a stronger immersive experience.
Schlüsselwörter (Keywords)
This thesis explores key concepts related to storytelling in video games, including narrative structures, ludology and narratology, immersion, player involvement, virtual spaces, and the evolution of the term "literature." The focus is on how video games create immersive experiences and engage players through interactive storytelling techniques.
- Quote paper
- Melitta Reinerth (Author), 2021, Storytelling in Video Games. Aspects of Immersion, Munich, GRIN Verlag, https://www.grin.com/document/1024815