From literary narrative to video game narrative
Abstract
Videogames have become a technological application that goes beyond entertainment; their participation in sociocultural processes is much more interesting and profitable than we might think. They have evolved from their original mission of entertainment to other fields such as social, cultural, medical, and other categories that fall into serious games.In the beginning they were developed by programmers and companies that began to emerge to meet the demand of new players. Now we know that consumers of this type of media have many requirements that have made their production involves a multidisciplinary team, among these requirements we can highlight the need to live the story at every moment.Videogames are present in our society, playing them is only one of the shores of this great sea, on the other side, there is an emerging-producing world that directs its work to various areas of human development. In the career of Graphic Design at Indoamerica University, students generate videogames based on the contents they receive, however, there has not been a deep emphasis on the narrative during the design process of these. For this reason, it is intended to identify a model that allows relating literary, graphic and videogame narratives, to involve narrative design within the creative process. Based on classroom experiences of the last five years, the academic work and the result of the products delivered by the students, an analysis was made that determined that the story is present but is not immersed in each of the elements that can be seen from the gameplay. Based on this, bibliographic research was made about literary narrative and its relationship with the narrative design for the video game, considering the significant contributions of Clara Fernández, Adrián Suárez, Jesse Schell, Alckmar dos Santos, Scott Rogers, Oliver Pérez, among others. This work presents a model of the relationship between literary, graphic, and video game narratives aimed at building the narrative design in new video games, on the other hand, to analyze these narratives in a current video game and tune it.We intend to automate this model in a video game prototype, in which the students participate, and then make use of it in the narrative design of new projects.
Keywords: videogame design, narrative design, application
DOI: 10.54941/ahfe1002763
Cite this paper
More from this volume
- Development of a usability-optimised design concept in the context of an e-learning application for students in the field of data science
- How easy is it to eXtend Reality? A Usability Study of Authoring Toolkits
- E-commerce product image design - An example of Shopee
- Ludonarrative Dissonance in The Last of Us Part II: Attempting to Create Empathy with a Villain
- Interaction Design of a Smart Helmet for Micro-Mobility Riders
- Parametric Scaling of a Lower Limb Model According to Body Height in OpenSim
- Human Design, Comfort and Discomfort Evaluation
- Usability Engineering for Medical Apps using the Example of an App for Epilepsy Self-Management with a Neurosensing System
- Designing intelligence amplification: a design canvas for practitioners
- Partial plan for the environmental conservation and historical and tourist development of the Peñón del Río hill, Durán, 2022
- A case study of motivating care workers for cooperation with a long-term co-creation project
- Human Affairs Centered Design Framework for Managing User Experience within Smart Cockpit Systems


AHFE Open Access