Ang, Chee Siang (2006) Rules, gameplay, and narratives in video games. Simulation & Gaming, 37 (3). pp. 306-325. ISSN 1046-8781. (doi:10.1177/1046878105285604) (The full text of this publication is not currently available from this repository. You may be able to access a copy if URLs are provided) (KAR id:36354)
The full text of this publication is not currently available from this repository. You may be able to access a copy if URLs are provided. | |
Official URL: http://dx.doi.org/10.1177/1046878105285604 |
Abstract
An explanatorystudy is conductedto examine the different kinds of rules in video games. Two layers of game, the abstract and the narrative layer, are explored to unify the study of gameplay and narratives. Derivatives of paidea rules and ludus rules are analyzed in relation to gameplay and narratives. A model is presented to show the relation between rules, gameplay, and narratives. Video games are seen as having two layers, an abstract layer and a narrative layer, which are linked by game rules. It is hence maintained that gameplay and narratives should not be antagonistic; they should be complementary when studying video games.
Item Type: | Article |
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DOI/Identification number: | 10.1177/1046878105285604 |
Uncontrolled keywords: | abstract layer; gameplay; game rules; ludus rules; narrative layer; narratives; paidea rules; rules; video game |
Subjects: | T Technology |
Divisions: | Divisions > Division of Computing, Engineering and Mathematical Sciences > School of Engineering and Digital Arts |
Depositing User: | Tina Thompson |
Date Deposited: | 14 Nov 2013 09:50 UTC |
Last Modified: | 05 Nov 2024 10:20 UTC |
Resource URI: | https://kar.kent.ac.uk/id/eprint/36354 (The current URI for this page, for reference purposes) |
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