Narrative Design of Sadness in Heavy Rain

IF 0.2 0 HUMANITIES, MULTIDISCIPLINARY Journal of Science and Technology of the Arts Pub Date : 2017-09-08 DOI:10.7559/CITARJ.V9I2.246
Nelson Zagalo
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引用次数: 6

Abstract

Aware of all the problems videogames have faced trying to elicit sadness from its players, we decided to analyse the videogame Heavy Rain in virtue of its capabilities to induce sadness in the players. The game was studied under two different perspectives: the character’s non-verbal expressivity and the audiovisual artistic properties of the game. We have found that for the narrative design of sad interactive sequences, the game followed a three-stepped model made of: attachment, rupture, and passivity.
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《大雨中的悲伤》的叙事设计
意识到电子游戏在试图引起玩家悲伤时所面临的所有问题,我们决定分析电子游戏《暴雨》,因为它具有引起玩家悲伤的能力。我们从两个不同的角度研究了这款游戏:角色的非语言表现力和游戏的视听艺术属性。我们发现,对于悲伤互动序列的叙事设计,游戏遵循三步模式:依恋、破裂和被动。
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来源期刊
Journal of Science and Technology of the Arts
Journal of Science and Technology of the Arts HUMANITIES, MULTIDISCIPLINARY-
CiteScore
0.40
自引率
0.00%
发文量
0
审稿时长
12 weeks
期刊介绍: The Journal of Science and Technology of the Arts (CITARJ) covers a wide range of topics related to the study and practice of Artistic work approached through Science and Technology, including: -Aesthetics of New Media- Audiovisual and Cinematic Art- Computer Music- Digital Arts - Digital Culture- Generative Art/Systems- Interactive Art - Interactive Multimedia- Interactive Sound- New Interfaces for Digital Expression- New Media Art- Tangible interfaces.
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