Textuality in video games

Carr Diane Burn Andrew Schott Gareth Buckingham David
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

In this article the participants report on a two year research project titled Textuality and Videogames; Interactivity, Narrative Space and Role Play that ran from September 2001, until late 2003 at the Institute of Education, University of London. After presenting an overview of the project, including the methodologies we have adopted, and the questions we have sought to address, we outline two sample case studies, one that relates to player agency, the other that considers role-play, social semiotics and sign making in an MMORPG.


Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games

Lindley Craig Eladhari Mirjam
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

Trans-reality role-playing games are conceived of as a form of role-playing game evolving from and integrating established table-top, live-action and computer-based role-playing forms. Each of these established forms has specific strengths and modalities for the ongoing articulation of the history of a game world regarded as an unfolding story. Integrating these forms in a trans-reality role-playing game involves the evolution of their techniques and technologies to allow each to function as a staging approach for game play within a single coherent game world. To achieve this integration, new technologically based design concepts are required to allow players within the different strategies to interact with each other as characters within the same game world.