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Ett rikt narrativ och en karaktärs reflektion på världen
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2020 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [sv]

I detta kandidatarbete har vi undersökt hur ett spels narrativa återspelbarhet påverkas av en karaktärs reflektion av spelvärlden genom att skapa en gestaltning som fokuserar på relationen mellan världen, karaktären och spelaren. 

Genom att bygga ett narrativ med hjälp av existerande narrativa strukturer, har vi försett oss själva med en testmark där vi kan utföra vår undersökning och implementera olika metoder för att studera dess resultat. 

Utifrån Donna J. Haraways teori om situerad kunskap har vi undersökt narrativets återspelbarhet från världen, karaktären samt spelarens perspektiv. Detta har sedan lett till en förståelse om narrativ återspelbarhet inom spel, och hur perspektiv och kontext påverkar berättelsen och dess situering.

I vår gestaltning skapar vi återspelbarhet genom att driva ett falskt narrativ som sedan tillåter spelaren ett eget perspektiv och narrativ utifrån hens egna tolkning.

Abstract [en]

In this bachelor thesis, we’ve researched how a game’s narrative replayability is affected by a character’s reflection of the gameworld through the creation of a design - which focuses on the relationship between the world, the characters, and the player.

By building a narrative with the help of existing narrative structures, we’ve provided ourselves with a testing ground where we can research our implementation of different methods to study the results.

Through Donna J. Haraway’s theory about situated knowledge we’ve examined the narrative replayability from the perspective of the game world, the characters and the player. This has resulted in an understanding of a narrative’s replayability within games, and how perspective and context affect the story and how it’s situated.

In our demo we create replayability by driving a false narrative that allows the player their own perspective depending on their own interpretation.

Place, publisher, year, edition, pages
2020. , p. 57
Keywords [en]
narrative, world-building, character development, situated knowledge, replayability
Keywords [sv]
narrativ, världsuppbyggnad, karaktärsutveckling, situerad kunskap, återspelbarhet
National Category
Media Engineering Design
Identifiers
URN: urn:nbn:se:bth-19920OAI: oai:DiVA.org:bth-19920DiVA, id: diva2:1446752
Subject / course
ME1603 Bachelor's Thesis in Media Technology
Educational program
MEGDS Digital Games
Supervisors
Examiners
Available from: 2020-07-01 Created: 2020-06-24 Last updated: 2020-07-01Bibliographically approved

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CiteExportLink to record
Permanent link

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Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
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  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
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