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How does Katie's point of view affect playing "Gone Home"?

A game analysis of the game "Gone Home"

Titel: How does Katie's point of view affect playing "Gone Home"?

Essay , 2022 , 5 Seiten , Note: 0.80

Autor:in: Anonym (Autor:in)

Gaming
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Zusammenfassung Leseprobe Details

"Gone Home" is a narrative, single player game, also referred to as an “interactive exploration simulator”. It starts with a voice message by Katie Greenbriar, the character you play, about coming home after having been abroad for a year. Yet, “home” is an interesting concept here, as she had never lived in this house, since her family moved while she had been overseas.

The place is filled with memories of her parents, Terry and Janice, and her sister Samantha, called “Sam”, as well as of the deceased uncle Oscar Masan who had lived there before. The story unfolds by simply looking through the family’s objects, letters, and pictures in a non-linear way.

The essay analyzes the impact of the point of view, the storytelling, and the characters while basing arguments on game theories and literature.

Leseprobe


Table of Contents

1. About How Katie’s Point of View Affects Playing Gone Home

2. Game Mechanics and Narrative Dynamics

3. Player-Avatar Relationship and Identity

4. Character Complexity and Thematic Focus

Research Objectives and Core Themes

The paper examines how the first-person perspective in the narrative exploration game "Gone Home" influences player engagement, specifically analyzing the distinction between identification and projection in relation to the protagonist Katie and the central character Sam.

  • Analysis of non-linear storytelling mechanics through exploration.
  • Evaluation of the player's emotional connection to Katie versus Sam.
  • Exploration of queer identity representation in gaming media.
  • Application of academic frameworks (Papale, Shaw, Hunicke) to game aesthetics.

Excerpt from the Book

About How Katie’s Point of View Affects Playing Gone Home

Gone Home is a narrative, single player game, also referred to as an “interactive exploration simulator” (The Fullbright Company). It starts with a voice message by Katie Greenbriar, the character you play, about coming home after having been abroad for a year. Yet, “home” is an interesting concept here, as she had never lived in this house, since her family moved while she had been overseas. The place is filled with memories of her parents, Terry and Janice, and her sister Samantha, called “Sam”, as well as of the deceased uncle Oscar Masan who had lived there before. The story unfolds by simply looking through the family’s objects, letters, and pictures in a non-linear way.

By discovering clues, triggering voice messages from Sam, and examining objects, you learn about their disappearance and family drama (Carpenter). The focus lies on Sam’s life as a queer teenager, recognizing her sexuality, and the family that doesn’t understand her. Carpenter names it a “personal kind of horror that has resonated with a lot of players.” After moving, Sam struggles to find friends at first, and bonds eventually with Lonnie, with whom she slowly falls in love. But she has troubles in coming to terms with her queer identity, especially in front of her parents.

Chapter Summary

1. About How Katie’s Point of View Affects Playing Gone Home: This introductory section establishes the premise of the game, highlighting the concept of "home" and the narrative technique of unfolding the family story through object interaction.

2. Game Mechanics and Narrative Dynamics: This chapter analyzes the limited user mechanics of the game and how the absence of traditional objectives fosters a unique atmosphere of discovery and tension.

3. Player-Avatar Relationship and Identity: This section investigates the theoretical connection between the player and the character, concluding that the relationship with Katie is one of distance rather than identification.

4. Character Complexity and Thematic Focus: The conclusion emphasizes Sam as the emotional center of the story and discusses the broader implications of inclusive storytelling in digital media.

Keywords

Gone Home, interactive exploration, non-linear storytelling, queer identity, first-person perspective, identification, projection, game mechanics, narrative, character development, empathy, digital media, player engagement, Sam Greenbriar, Katie Greenbriar

Frequently Asked Questions

What is the fundamental focus of this academic paper?

The paper focuses on the narrative structure and player experience within the video game "Gone Home," specifically analyzing how the player interacts with the game's world and characters.

What are the central thematic fields addressed in the analysis?

The work covers themes such as narrative design, the psychology of player-avatar relationships, and the portrayal of queer identity within gaming.

What is the primary research goal of this study?

The goal is to analyze whether the first-person perspective in "Gone Home" facilitates identification or projection with the protagonist and how that affects the player's perception of the narrative.

Which scientific methodology is applied in this research?

The author applies qualitative analysis, utilizing game design theories and academic definitions from scholars like Papale, Shaw, and Hunicke to critique the gameplay experience.

What topics are covered in the main body of the paper?

The main body treats the game's mechanics, the tension between the player and the protagonist Katie, the emotional depth of the character Sam, and the effectiveness of non-linear discovery.

Which keywords best characterize this research?

The research is best characterized by terms such as interactive exploration, non-linear storytelling, player-avatar relationship, and queer representation.

Why does the author argue that there is no identification with the protagonist Katie?

The author notes that Katie is a 'set character' who serves as a tool for the player to uncover the narrative, leading to a sense of detachment rather than deep emotional identification.

How does the experience of the character Sam differ from the experience of playing as Katie?

While the player controls Katie, the narrative focuses on Sam's emotional journey, allowing the player to develop a sense of 'emphatic identity' or sympathy toward Sam's struggles.

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Details

Titel
How does Katie's point of view affect playing "Gone Home"?
Untertitel
A game analysis of the game "Gone Home"
Hochschule
Memorial University of Newfoundland  (Humanity)
Veranstaltung
Introduction to Game Theory
Note
0.80
Autor
Anonym (Autor:in)
Erscheinungsjahr
2022
Seiten
5
Katalognummer
V1334323
ISBN (PDF)
9783346829238
Sprache
Englisch
Schlagworte
Game Game Theory Point of View POV Game Analysis Gone Home
Produktsicherheit
GRIN Publishing GmbH
Arbeit zitieren
Anonym (Autor:in), 2022, How does Katie's point of view affect playing "Gone Home"?, München, GRIN Verlag, https://www.grin.com/document/1334323
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