Narrative Videogames: The Literary Genre of the Digital Age
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University of Tlemcen
Abstract
This dissertation deals with the stigma-ridden medium that is the videogame and how
it relates to the highly-regarded art of literature. While there is a growing body of
literature that recognizes the importance of videogames as major cultural artefacts of
our time, they continue to be studied essentially for their behavioral effects or in terms
of their ludic aspects and little else. Recently, there has been renewed interest in
videogames in the academia prompted by the rapid evolution of the medium
especially in its story telling function, increasingly at the core of its design purposes.
However, proper examination of its narrative and literary aspects is still lacking
relevant substance. Thus, this interdisciplinary research compares the narrative
elements of videogames to those of another established art, literature, with the
narrative fiction prototype, the novel genre in particular. The central thesis being that
the story-driven or narrative videogame can be considered as part of literature for its
potential as an interactive, audiovisual as well as literary storytelling medium that
effectively tells book-worthy stories. The work is divided into two chapters, the first
covers the major theoretical dimensions necessary for the analysis that will be carried
on in the second chapter which is as a practical application of literary and narrative
theory on videogame narratives, precisely that of the arguably postmodern story of
Dear Esther to reach the conclusion that videogames and literature, though seemingly
unrelated, are closely linked in both narrative and literariness.