{"title":"Material Practices and Semiotic Objects: A Response to Shane Denson","authors":"Lukas R. A. Wilde","doi":"10.1353/nar.2022.0043","DOIUrl":"https://doi.org/10.1353/nar.2022.0043","url":null,"abstract":"","PeriodicalId":45865,"journal":{"name":"NARRATIVE","volume":"30 1","pages":"167 - 168"},"PeriodicalIF":0.9,"publicationDate":"2022-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43809006","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
ABSTRACT:This article investigates the phenomenon of companion characters and how these figures have been employed within single-player, quest-based videogames. It does so by looking at how designers incorporate the roles and relationships between player-character and companion into the structural components of the game. The article argues that the player's ability to assert control over the companion figure through the assigned control scheme can be categorized into three different modes: direct, indirect, and linked control. In addition, it examines the haptic storytelling techniques that designers may use to convey the status and development of the relationship between the player-character and their companion(s), when the latter acts as a shared entity between the player and the game system. It concludes that by establishing the relationship between these characters on a haptic level, designers can introduce powerful emotional behaviours into a game's interactive phases.
{"title":"Play Don't Show—Video Game Companions","authors":"Ida Broni Christensen, Kristine Jørgensen","doi":"10.1353/nar.2022.0010","DOIUrl":"https://doi.org/10.1353/nar.2022.0010","url":null,"abstract":"ABSTRACT:This article investigates the phenomenon of companion characters and how these figures have been employed within single-player, quest-based videogames. It does so by looking at how designers incorporate the roles and relationships between player-character and companion into the structural components of the game. The article argues that the player's ability to assert control over the companion figure through the assigned control scheme can be categorized into three different modes: direct, indirect, and linked control. In addition, it examines the haptic storytelling techniques that designers may use to convey the status and development of the relationship between the player-character and their companion(s), when the latter acts as a shared entity between the player and the game system. It concludes that by establishing the relationship between these characters on a haptic level, designers can introduce powerful emotional behaviours into a game's interactive phases.","PeriodicalId":45865,"journal":{"name":"NARRATIVE","volume":"30 1","pages":"182 - 196"},"PeriodicalIF":0.9,"publicationDate":"2022-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44772527","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Editors' Column: Introduction to \"Character and Character Studies\"","authors":"J. Blom, James Phelan","doi":"10.1353/nar.2022.0047","DOIUrl":"https://doi.org/10.1353/nar.2022.0047","url":null,"abstract":"","PeriodicalId":45865,"journal":{"name":"NARRATIVE","volume":"30 1","pages":"i - ii"},"PeriodicalIF":0.9,"publicationDate":"2022-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46048663","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Character as Rhetorical Resource: Mimetic, Thematic, and Synthetic in Fiction and Non-Fiction","authors":"James Phelan","doi":"10.1353/nar.2022.0023","DOIUrl":"https://doi.org/10.1353/nar.2022.0023","url":null,"abstract":"","PeriodicalId":45865,"journal":{"name":"NARRATIVE","volume":"30 1","pages":"256 - 263"},"PeriodicalIF":0.9,"publicationDate":"2022-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47966100","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
ABSTRACT:New technologies like voice assistants such as Siri, Alexa, and the Google Assistant give the impression that the lines between humans and machines are blurring as machines gradually take up social roles once occupied by humans. To counter that anxiety, this essay argues that these technologies are becoming more like characters, adapting to the templates we initially constructed for fictional beings whose space voice assistants occupy instead. It provides a textual reading of the Japanese voice assistant Hikari Azuma as advertised by the company Vinclu's website in order to demonstrate how Hikari functions as a kyara, a character without story, whose development depends on the user. The essay proposes that we have to adjust our conceptual understanding of characters as distinct from human beings and technology. Instead, the essay concludes that we should perceive current technologies like voice assistants as technologies operating on a spectrum in which some machines will look more like characters and others more like software-in-action with no humanlikeness at all.
{"title":"Virtual Assistants as Characters—Or Not","authors":"J. Blom, K. Mikkonen","doi":"10.1353/nar.2022.0009","DOIUrl":"https://doi.org/10.1353/nar.2022.0009","url":null,"abstract":"ABSTRACT:New technologies like voice assistants such as Siri, Alexa, and the Google Assistant give the impression that the lines between humans and machines are blurring as machines gradually take up social roles once occupied by humans. To counter that anxiety, this essay argues that these technologies are becoming more like characters, adapting to the templates we initially constructed for fictional beings whose space voice assistants occupy instead. It provides a textual reading of the Japanese voice assistant Hikari Azuma as advertised by the company Vinclu's website in order to demonstrate how Hikari functions as a kyara, a character without story, whose development depends on the user. The essay proposes that we have to adjust our conceptual understanding of characters as distinct from human beings and technology. Instead, the essay concludes that we should perceive current technologies like voice assistants as technologies operating on a spectrum in which some machines will look more like characters and others more like software-in-action with no humanlikeness at all.","PeriodicalId":45865,"journal":{"name":"NARRATIVE","volume":"30 1","pages":"169 - 181"},"PeriodicalIF":0.9,"publicationDate":"2022-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45978706","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Transmedia and the Future of Character Studies: A Response to Nieves Rosendo","authors":"N. Lamerichs","doi":"10.1353/nar.2022.0038","DOIUrl":"https://doi.org/10.1353/nar.2022.0038","url":null,"abstract":"","PeriodicalId":45865,"journal":{"name":"NARRATIVE","volume":"30 1","pages":"208 - 209"},"PeriodicalIF":0.9,"publicationDate":"2022-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49113687","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Centaurs and Horsemen: Composite Avatars and the Epistemology of the Playable Figure","authors":"H. Backe","doi":"10.1353/nar.2022.0027","DOIUrl":"https://doi.org/10.1353/nar.2022.0027","url":null,"abstract":"","PeriodicalId":45865,"journal":{"name":"NARRATIVE","volume":"30 1","pages":"241 - 249"},"PeriodicalIF":0.9,"publicationDate":"2022-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43533031","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}