GAMIFICATION AND INTERACTIVE NARRATIVE

DOVEY & KENNEDY (2006) IDEOLOGY OF GAMING

Dovey & Kennedy (2006) believes that the production and process of gaming is motivated by two forces:

1. Ludology: This refers to the cultural study into gaming and their audience, particularly in relation to the nature of rule-based interactive gaming.

2. Narratology: This is the study of theories into the narrative presented.

HUZINGA (1955)

Huzinga’s (1955) research into gaming concluded that the main element of “play” is formed of different elements, these include:

1. Voluntary action of play.

2. Fixed limits of time, and place.

3. Freely accepting and abiding rules.

4. Entertainment values, such as engaging emotions of tension, joy and challenges.

5. Escapism – having a conscious difference between reality and games, whilst keeping the player immersed.

GAMIFICATION

Gamification refers to the game mechanics – games use non-game applications to increase engagement and loyalty. For example, using challenges and rewards as action of play.

Newman (2004) expresses how digital media (games) is an interactive mass-consumer franchise. Furthermore, that games and the digital culture extensively dominate the virtual world through their immersive environments and networking.

Frasca (2003) emphasises how games were the first complex simulation media that appealed and were used by the masses.

MAGIC CIRCLE AND ALTERNATIVE SPACES

Huzinga’s (1955) theory of “magic circle” idealizes games as an immersive, creative and imaginative space that is created for a game. Within this creative space, rules of gaming apply, alongside other game mechanics.

However, Salem and Zimmerman (2004) argues that “magic circle” is only a fraction of the ideology of an environment that produces its own space and time. They theorised that a “closed circle” is more applicable, describing the environment as a space that is circumscribed and separated from reality.

Other theorists argue that a particular frame of mind is required to immerse yourself with the virtual world, such as:

1. Subjunctive: This is a desire to be someone, or something else. This acts as a form of escapism for some audiences, as they can escape reality to immerse themselves in a new characterisation (Sutton-Smith, 2001).

2. Lusory attitude: This refers to the frame of mind, where you wish to challenge yourself, abide to rules, and the ability to immerse yourself in to an alternative world.


STORY MODEL: MULTIPLAYER AND SINGULARITY

There are two story models in relation to gaming, these are:

1. Single-platform: These are singular games, played on one platform only. These games typically have a narrow narrative (contained) and include an element of obstacle (expressed through the narrative), which the player must avoid to succeed.

2. Multiple-platform: This is where narrative and play are dispersed across multiple platforms – these include an element of multiplayer that can be interacted by different media audiences. Therefore, progression within these games are negotiated amongst the players within.


Juul (2011) theorises that within multiplayer games, rules are designed to produce the best successful outcome – particular strategies have to be designed and interacted by the player. This reinforces Huzinga’s (1955) ideology of social grouping; factors such as skills and rules can encourage a community and culture.

Furthermore, Juul (2011) expresses that the type of game transcribes differences in game play:

1. Implementation: This is the ideology that a particular game mechanism can gain the same equilibrium of social interaction. For this instant, Juuls uses card games (spider solitaire, etc) as an example.

2. Adaptation: This refers to the ideology of skeuomorphism, where games replicate a realistic experience into a virtual world. Juul’s example is the use of sports games.

Knight (2004) expresses that successful adaptations are provided by manipulating factors. These include; tone, theme, genre, aesthetics, narration, narrative architecture, and game mechanics. Alongside, resequencing, omission, interpolation and refocalisation, allows the adaptation to be re-worked to fit the game purpose.

An example of a transmedia franchise that has expanded to multi-player games, includes "Friday the 13th". The game was produced, as a transmediation from the comics and film. Up to eight players can interact, with one serving as "Jason Voorhees", and the others as the "victims". The aim of the game is to work as a team to escape the unfriendly demise, met by Jason. See below:

BIBLIOGRAPHY

Dovey, J. & Kennedy, H. W. (2006). Game Cultures: Computer Games as New Media. Berskhire, United Kingdom: McGraw-Hill Professional Publishing.

Frasca, G. (2003). Simulation Versus Narrative: Introduction to Ludology Video/Game/Theory. United Kingdom: Routledge.

Huzinga, J. (1955). Homo Ludens: A Study of the Play-Element in Culture. Boston: The Beacon Press.

Juul, J. (2011). Half-Real: Video Games between Real Rales and Fictional Worlds. US: MIT Press.

Klappenbach, M. (2017). What is Platform Game? Definition of a Platformer of Platform Video Game. Lifewire.

Knight, S. (2014). Theorising Film to Games Adaptation. What is Game Studies in Australia?

Newman, J (2004). Videogames. London: Routledge.