Repository logo
  • English
  • Español
  • Log In
    Have you forgotten your password?
Universidad Tecnológica Indoamérica
Repository logo
  • Communities & Collections
  • Research Outputs
  • Projects
  • Researchers
  • Statistics
  • Investigación Indoamérica
  • English
  • Español
  • Log In
    Have you forgotten your password?
  1. Home
  2. CRIS
  3. Publications
  4. Narrative of Videogames, Automation of a Proposed Analysis Model
 
Options

Narrative of Videogames, Automation of a Proposed Analysis Model

Journal
Smart Innovation, Systems and Technologies
Date Issued
2023
Author(s)
Salvador P.
Cobos, Miguel
Facultad de Ciencias de la Educación
Type
Conference Paper
DOI
10.1007/978-981-19-6585-2_25
URL
https://cris.indoamerica.edu.ec/handle/123456789/8430
Abstract
Videogames are cultural products that are immersed in practically all social dynamics. These products convey messages, stories, facts, etc., created and reaffirmed by the context that surrounds them. Therefore, it is important to identify their narratives to take advantage of them. At Indoamerica University, students produce videogames starting from a story, from the literary narrative to the interactive game narrative. Achieving effective links between the narratives and the player's experience is fundamental within the design process. This work is based on previous research, where a model was proposed to identify the relationship between literary narrative and narrative in videogames. This proposal, of a qualitative nature, consists of 4 steps: 1. Context, 2. Literary narrative, 3. General description and 4. Relationship between literary and video game narrative. We proceeded to review the model to determine if the videogame narrative is present and appropriate according to the identified story. Workshops were conducted based on a participatory practice, taking advantage of the university academic context, with experts in the areas of videogames, digital design, psychology, education, literature, together with the creators of these products. This allowed correcting certain aspects and finally improving the original model adjusted to emphasize the narrative in videogames. This result was adapted to a quantitative approach for automation, following the recommendations of Adams and Dormans, as well as the use of the Scrum methodology. The automation was achieved using Microsoft Word with the support of Visual Basic for Applications, thus generating an accessible tool, easy to apply and with immediate results. It is planned to include the use of this tool in future projects and to highlight the importance of videogame narrative in the corresponding syllabus. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
Subjects
  • Education; Listening ...

Scopus© citations
1
Acquisition Date
Jun 6, 2024
View Details
Views
4
Acquisition Date
May 24, 2025
View Details
google-scholar
Downloads
Logo Universidad Tecnológica Indoamérica Hosting and Support by Logo Scimago

Built with DSpace-CRIS software - Extension maintained and optimized by 4Science

  • Cookie settings
  • Privacy policy
  • End User Agreement
  • Send Feedback