Volume 7, Issue 14 (3-2018)                   mth 2018, 7(14): 101-119 | Back to browse issues page

XML Persian Abstract Print


Download citation:
BibTeX | RIS | EndNote | Medlars | ProCite | Reference Manager | RefWorks
Send citation to:

Kowsari M, Taheri A. A Comparative Study from Viewpoints of “Ludology” and “Narrotology” to Analysis of Aesthetic Modalities of Serious Games. mth 2018; 7 (14) :101-119
URL: http://mth.aui.ac.ir/article-1-867-en.html
1- faculty of Communication Studies, University of Tehran, Iran
2- M.A. in Social Communication Studies, Communication & Media College, IRIB University, Iran , tahery.aryan@gmail.com
Abstract:   (4318 Views)

Serious Computer Games are a kind of computer games that in contrary of mainstream computer games’ industry, necessity of mercantile benefits has less importance in their circle of production. Desired aim for producing Serious Games is make obvious informational, attitudinal, behavioral and cognitive changes in players in according to definite pedagogical, educational, instructional, promotional, ideological and therapeutic goals.
In this article, after suggest a definition for serious games, we examine similarities of and differences between two theoretical traditions of game studies – Narrotology and Ludology – in analyzing computer games. Then we study influence of aesthetic features of computer games in realization Serious Computer Games’ functions. To explain different aesthetic features of computer games, we applied theoretical framework of "aesthetic functionalism". According to central Idea of this theory, aesthetic properties in media texts emerges through considered applying of non-aesthetic properties that shapes textual structures. From this theoretical point of view, we evaluating explanations of Ludology and Narrotology theoretical tradition about non-aesthetic textual structure of computer games in a comparative manner. In this article we suggest that studying textual structures of computer games is considerable in three separate (but interconnected) layers of "signal", "narrative" and "procedural". Various non-aesthetic properties stimulate aesthetic properties in each layer.
In final section of this article, the game "Every day the same dream" as a case study of serious game were studied in theoretical approach to "aesthetic functionalism" and through practicing analytical separating of triple layers of the text. Results shows, applying non-aesthetic properties in "signal layer" of the game serves three aesthetic functions. In addition, applying non-aesthetic properties in "narrative layer" serves three aesthetic functions too. Finally, "procedural layer" of the game serves two aesthetic functions. Accumulation of these aesthetic functions serves to realization of main function and completion discursive boundaries of the text as a serious computer game.

Full-Text [PDF 870 kb]   (1553 Downloads)    
Type of Study: Research | Subject: Other

Add your comments about this article : Your username or Email:
CAPTCHA

Send email to the article author


Rights and permissions
Creative Commons License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

© 2024 CC BY-NC 4.0 | Scientific Journal of Motaleate-e Tatbiqi-e Honar

Designed & Developed by : Yektaweb