Post-narratology: A case for object-oriented narrative game studies

I currently see two promising ways in which narrative game research could productively bridge the contents/expression, object/process divide: 1) by studying particular narrative figures or tropes, such as the fail/retry cycle in games, or a phenomenon I recently coined “pandiegetic conspiracies”, where it seems like the entirety of the fictional

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Graphical technologies, innovation and aesthetics in the video game industry: a case study of the shift from 2D to 3D graphics in the 1990s

This paper presents the research project of the INTEGRAE team. It aims to unravel the links between graphical technologies and innovation in the games industry and in gamer culture by focusing on a specific historical corpus: the transition from 2D to 3D graphics in the 1990s. This transition is of

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