Proceedings of the International Conference on the Foundations of Digital Games 2012
DOI: 10.1145/2282338.2282365
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A narrative theory of games

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Cited by 169 publications
(118 citation statements)
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“…Those few subjects that indicated that it may be possible to achieve were well aware that it would be time consuming and complex. It appears that both tools were found to be useful but in different ends of the ludo-narrative design space (Aarseth 2012). Deig supported rapid prototyping of ludic-oriented concepts while Twine supports rapid prototyping of narrative-oriented concepts.…”
Section: Discussionmentioning
confidence: 98%
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“…Those few subjects that indicated that it may be possible to achieve were well aware that it would be time consuming and complex. It appears that both tools were found to be useful but in different ends of the ludo-narrative design space (Aarseth 2012). Deig supported rapid prototyping of ludic-oriented concepts while Twine supports rapid prototyping of narrative-oriented concepts.…”
Section: Discussionmentioning
confidence: 98%
“…Almost 20 years has passed since the ''ludology versus narratology'' debate dominated the scholarly discussions on computer games (Aarseth 2012). Today, it is hard to find anybody who claims that computer games cannot be studied from a narrative perspective or that the ludic dimensions of games make them different from non-interactive narration.…”
Section: Introductionmentioning
confidence: 99%
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“…To establish games as a subject matter in its own right, early game studies engaged in what Bateman (2015) labelled "fiction denial": It drew a sharp conceptual distinction between "rules" and "fiction," holding that only rules are essential to games, conceding that digital games often comprise (analytically distinct) rules and narrative/fiction in one piece of "half-real" or "ludo-narrative" software (Juul 2005;Aarseth 2012).…”
Section: Positioning Make-believementioning
confidence: 99%
“…In computer games, part of which, so-called ludo-narrative games (AARSETH, 2012), also belong to the field of digital fictions, this sort of real-time dynamics is routinely taking place. Thus, in the existing digital fictions we have examples of ways to manipulate the relation between story time (the time of events told) and discourse time (the time of narration) which challenge the conventional ways of understanding fictional time.…”
Section: Understanding Fictional Timementioning
confidence: 99%