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Diverging by Design : = The Narrative Rhetoric of Choice-based Role-Playing Games.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Diverging by Design :/
Reminder of title:
The Narrative Rhetoric of Choice-based Role-Playing Games.
Author:
Sweet, Andrew Dylan.
Description:
1 online resource (319 pages)
Notes:
Source: Dissertations Abstracts International, Volume: 84-04, Section: B.
Contained By:
Dissertations Abstracts International84-04B.
Subject:
Literature. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30013400click for full text (PQDT)
ISBN:
9798351442716
Diverging by Design : = The Narrative Rhetoric of Choice-based Role-Playing Games.
Sweet, Andrew Dylan.
Diverging by Design :
The Narrative Rhetoric of Choice-based Role-Playing Games. - 1 online resource (319 pages)
Source: Dissertations Abstracts International, Volume: 84-04, Section: B.
Thesis (Ph.D.)--The Ohio State University, 2022.
Includes bibliographical references
Despite their cultural ubiquity and widespread acceptance within various academic fields as objects of study, video games continue to have a vexed relationship with narrative theory in a way that other popular cultural forms, such as film and comics, do not due to their presumed incompatibility with so-called ?traditional? schools of narrative. This dissertation pushes back on the notion that video games require entirely new theories of narrative by applying rhetorical narrative theory to choice-based role-playing games, bringing a narrative school which has been primarily developed through literary texts to bear on a particular genre of narrative video game and asking what we can learn about both in the process. Across a series of three case studies (The Witcher 3: Wild Hunt, the Mass Effect trilogy, and Fire Emblem: Three Houses), I seek to demonstrate how rhetorical narrative theory's conception of narrative - as purposeful communication within a feedback loop among authors, texts, and audiences - can provide useful ways forward for dealing with persistent tensions in video game narrative scholarship between narrative and gameplay, authorship and participation, and narrative potential and instantiation. At the same time, I use these case studies to reveal where rhetorical narrative theory can adapt in order to more meaningfully account for choice-based video game narratives within its default narrative paradigm. Ultimately, I argue that bringing rhetorical narrative and choice-based video games into conversation with one another illuminates intriguing new directions of inquiry for both rhetorical narrative theory and video game narrative scholarship more broadly.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798351442716Subjects--Topical Terms:
537498
Literature.
Subjects--Index Terms:
Narrative rhetoricIndex Terms--Genre/Form:
542853
Electronic books.
Diverging by Design : = The Narrative Rhetoric of Choice-based Role-Playing Games.
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Source: Dissertations Abstracts International, Volume: 84-04, Section: B.
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Advisor: O'Sullivan, Sean.
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Despite their cultural ubiquity and widespread acceptance within various academic fields as objects of study, video games continue to have a vexed relationship with narrative theory in a way that other popular cultural forms, such as film and comics, do not due to their presumed incompatibility with so-called ?traditional? schools of narrative. This dissertation pushes back on the notion that video games require entirely new theories of narrative by applying rhetorical narrative theory to choice-based role-playing games, bringing a narrative school which has been primarily developed through literary texts to bear on a particular genre of narrative video game and asking what we can learn about both in the process. Across a series of three case studies (The Witcher 3: Wild Hunt, the Mass Effect trilogy, and Fire Emblem: Three Houses), I seek to demonstrate how rhetorical narrative theory's conception of narrative - as purposeful communication within a feedback loop among authors, texts, and audiences - can provide useful ways forward for dealing with persistent tensions in video game narrative scholarship between narrative and gameplay, authorship and participation, and narrative potential and instantiation. At the same time, I use these case studies to reveal where rhetorical narrative theory can adapt in order to more meaningfully account for choice-based video game narratives within its default narrative paradigm. Ultimately, I argue that bringing rhetorical narrative and choice-based video games into conversation with one another illuminates intriguing new directions of inquiry for both rhetorical narrative theory and video game narrative scholarship more broadly.
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click for full text (PQDT)
based on 0 review(s)
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