Masterarbeit, 2018
63 Seiten, Note: 2,3
This analysis aims to demonstrate the presence of narrative in computer games and advocate for their inclusion in literary studies. It focuses on key narrative strategies like characterization, setting, story, and plot to provide specific examples. The analysis compares computer games to their literary sources, highlighting the role of games within the broader narrative field.
The analysis begins with a brief overview of classical narratology, emphasizing the work of Gérard Genette. It explores different theories regarding narratives and their complexities. The text delves into Genette's theory of narrative strategies, providing a detailed explanation of key concepts like order, voice, and mood. Further, it incorporates additional theories from Marie-Laure Ryan, Aristotle, Sabine Buchholz, Manfred Jahn, and Ruth Ronen to expand and refine Genette's model. The analysis then differentiates between literary texts and computer games, exploring the potential of games to be considered narrative based on Brian Richardson's "cause and effect" definition.
The text proceeds to examine the game "Agatha Christie's The ABC Murder," analyzing its story, plot, narrative space, and setting using the aforementioned theories. The chapter further delves into the game's characters, providing a thorough analysis of their roles and significance. The analysis then shifts to "Orwell: Keeping an Eye on You," exploring its story, plot, narrative space, setting, and characters. The focus is on how the game utilizes narrative strategies and fulfills the minimal requirements for a narrative. The text continues with a similar analysis of the game "To Be or Not To Be," focusing on its story, plot, narrative space, setting, and characters. The chapter emphasizes the game's connection to Shakespeare's "Hamlet" and its use of detective genre conventions. The conclusion of the analysis delves into the broader implications of the findings, considering the broader role of computer games within the field of literary studies.
The primary focus of the analysis is on narrative strategies in computer games, particularly characterization, setting, story, and plot. The analysis is grounded in classical narratology, drawing heavily on the theories of Gérard Genette, Marie-Laure Ryan, Aristotle, Sabine Buchholz, Manfred Jahn, and Ruth Ronen. It also delves into specific examples like "Agatha Christie's The ABC Murder," "Orwell: Keeping an Eye on You," and "To Be or Not To Be," using these games to explore the broader relationship between computer games and literary works.
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