Epic video games: Narrative spaces and engaged lives

Document Type

Article

Publication Date

9-1-2016

Abstract

Contemporary video games such as Mass Effect or Assassin’s Creed are emerging as a new form of media departing from traditional games purely seen as problem-solving exercises. They represent a new creative direction enjoyed by a broader audience, similar to those of TV and cinema. At the same time, they are significantly different from TV and cinema, since they place the user at the center of interactions, allowing content creation and forming strong emotional bonds. This article discusses the role of narratives in these new epic games as the main driver behind their social appeal and commercial success. It also poses a number of questions in the context of architecture and the possible fusion of both architecture and narrative.

Identifier

85009210889 (Scopus)

Publication Title

International Journal of Architectural Computing

External Full Text Location

https://doi.org/10.1177/1478077116663338

e-ISSN

20483988

ISSN

14780771

First Page

201

Last Page

211

Issue

3

Volume

14

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