La narración de las interacciones

  1. Suárez Mouriño, Adrián
Supervised by:
  1. José Juan Videla Rodríguez Co-director
  2. Víctor Navarro Remesal Co-director

Defence university: Universidade da Coruña

Fecha de defensa: 02 March 2018

Committee:
  1. Luis A. Hernández-Ibáñez Chair
  2. Oliver Pérez Latorre Secretary
  3. Carina Soledad González González Committee member
Department:
  1. Sociology and Communication Sciences

Type: Thesis

Teseo: 539657 DIALNET lock_openRUC editor

Abstract

The aim of this dissertation is to establish a model that shows how narration can be generated through the interaction in videogames. We call this the narration of interactions model. To do so we describe the role of the player as actant and interlocutor in two different times separated by an instant we call micr-offline. We also will tell where is the narrator in our proposal and how it´s composed by a collection of enunciators we will describe in here. We need to this so we can say demostrate how it works in our model. We have not found a model like the one we suggest, but there is abundant academic production related to this subject like the one made by Planells (2010) that represents the starting point of our work, the “interachtivity scheme”. This model tries to complement and clarify what is understood today by narrator, narration, narrative and interaction, bringing a model that unifies them all; a flux with a proceduralist soul which is next to Bogost, Murray and Sicart's in seeking the unicity of this way of expression, but also taking ideas from Juul, Aarseth, Genette and Arsenault to raise questions and lay the groundwork for this text and next investigations. We believe that using this model a game developer can define the design of the narration of his video game the best. The methodological design to tackle this work starts from the direct investigation of videogames from 1972 to 2014, testing our model in them, thus verifying not only their validity but also extracting a catalog of enunciators from them. We start in 1972 by the landmark that is the appearance of Pong (Atari, 1972) and its relationship with Table Tennis (Baer, 1972) and we will end in 2014 with Dark Souls II (From Software, 2014), date on which this research has started. The games we select for this study are chosen for their impact in their year, their contribution through their enunciators and influence in the games that came after them. We invite other authors to take this same model and pass it through the filter of another series of video games. The medium is young and doing it is the way to extract new conclusions that enrich it and make the design of the narration of each video game better.