2023, in Introduction to Screen Narrative: Perspectives on Story Production and Comprehension (eds. Paul Taberham & Catalina Iricinschi), Routledge, p.199-219. Exposes three core concepts for understanding narration across the landscape of modern video games: the narrative program, or the ambitions and relationship between a game’s story and gameplay; the narrative
2023, in The Routledge Companion to Video Game Studies (2nd edition, eds. Mark J.P. Wolf & Bernard Perron), Routledge, p.475-483. This chapter provides an overview of the different types of study that can be conducted when considering the narrative aspects of video game play. It contextualizes this research among the
This chapter uses DuckTales: Remastered (WayForward 2013) as an exemplary case to understand the differing conceptions of authenticity and nostalgia that are mobilized when discussing the “retro” phenomenon. Retrospection involves looking backward towards the historical past from our contemporary present, while retrocursion involves walking backward and displacing ourselves into a
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. It covers a variety of historical periods and platforms, genres, commercial impact, artistic choices,
Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s
2008, VDM-Verlag, Saarbrücken, 104 pp. How and why do video games tell stories? Through the battlefield of ludology and narratology in video game studies, this master’s thesis finds that narration, as a process, is intrinsic to video game playing, independently of the « cut-scenes » often favored in interactive storytelling.
2006. Mémoire de maîtrise (sous la direction de Bernard Perron), Université de Montréal. S’inscrivant dans la suite du débat entre narratologie et ludologie qui a animé les études du jeu vidéo au tournant du XXIe siècle, ce mémoire érige les bases d’une conception narratologique du phénomène vidéoludique. L’auteur cherche à