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SAMF-Fagkomiteen for samfunnsvitenskap

Between the Game System and the Virtual World

Awarded: NOK 2.0 mill.

Being part of the DIGICULT project at the Dept. of Information and Media Studies, UiB, this proposal describes and investigates transdiegetic frames of reference in computer games, with emphasis on the operative and aesthetic functions of these. Computer games utilize the relationship between diegetic (the reality space of the film world) and extradiegetic (commenting features that are not part of the presented film world) spaces for the purpose of creating a communicative space where system information a re presented as motivated by aesthetics or by appearing as natural to the game world. Transdiegetic frames of reference are crucial as communicative system in computer games, as they connect the diegetic game world with the interface and the game system, and make them work together in providing essential status information to the player. This frame of reference is therefore crucial in making the player learn the system, and how it works as a game embedded in a virtual world. Understanding how this communi cative feature works allows us to see how computer games work as a usability system fit for learning at the same time as it is a unique form of art. The project utilizes qualitative methods, i.e. game analyses and interviews with and observation of empir ical computer game players. Working from the hypothesis that there are three main game features that support the transdiegetic frame of reference, the project studies the graphical user interface, the use of audio, and the player's personification in the game world. The project studies how these are positioned in the game and how they work to provide information to the player about the game system. Together with approaches from film theory, possible worlds theory, human-computer interface theory, and game studies, this project shows that although computer game worlds may remind of the worlds met in film and literature, there are differences that are crucial for understanding computer games as a separate form of art.

Publications from Cristin

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SAMF-Fagkomiteen for samfunnsvitenskap