Forms and Functions of Multimodal Storytelling in Story-based Video Games

Nonfiction, Computers, Application Software, Multimedia
Cover of the book Forms and Functions of Multimodal Storytelling in Story-based Video Games by Marcel Weyers, GRIN Verlag
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Author: Marcel Weyers ISBN: 9783656879794
Publisher: GRIN Verlag Publication: January 20, 2015
Imprint: GRIN Verlag Language: English
Author: Marcel Weyers
ISBN: 9783656879794
Publisher: GRIN Verlag
Publication: January 20, 2015
Imprint: GRIN Verlag
Language: English

Bachelor Thesis from the year 2014 in the subject Communications - Multimedia, Internet, New Technologies, grade: 3,0, Justus-Liebig-University Giessen, language: English, abstract: This paper focuses on the video game genres that have some kind of narrative form and offer a coherent plot, which could be compared to other types of literature. This paper serves as an analysis of story-based video games in order to prove to what extend video games can be considered literature, and how certain forms and functions are realized in these. While both examples focus on their moral and ethical function, they feature different aspects in regard to concepts like religion, death, and what is right or wrong. Further¬more, the analyses of the games in this paper show how real existing moral conventions can be exceeded, and how they can be called into question. Can video games convey moral and ethical values? And if so, in which way? Another important aspect is the portrayal of religious beliefs and how those can be compared to real existing religions.

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Bachelor Thesis from the year 2014 in the subject Communications - Multimedia, Internet, New Technologies, grade: 3,0, Justus-Liebig-University Giessen, language: English, abstract: This paper focuses on the video game genres that have some kind of narrative form and offer a coherent plot, which could be compared to other types of literature. This paper serves as an analysis of story-based video games in order to prove to what extend video games can be considered literature, and how certain forms and functions are realized in these. While both examples focus on their moral and ethical function, they feature different aspects in regard to concepts like religion, death, and what is right or wrong. Further¬more, the analyses of the games in this paper show how real existing moral conventions can be exceeded, and how they can be called into question. Can video games convey moral and ethical values? And if so, in which way? Another important aspect is the portrayal of religious beliefs and how those can be compared to real existing religions.

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