Vision and Virtuality: The Construction of Narrative Space in Film and Computer Games

Marcus Tan, Liang Tong Wee

    Research output: Chapter in Book/Report/Conference proceedingChapter (peer-reviewed)

    Abstract

    This paper seeks to explore the construction of narrative space in 3D PC computer games. With reference to Stephen Heath’s theory of filmic narrative space, the paper will examine how computer games, based on the rendition of a continuous 3D, real-time interactive environment, construct a distinct mode of narrativisation. The dynamic imbrication of the manipulation of 3D objects in a virtual world and the (re)presentation of this virtual mise-en-scene constitute an interaction that affects the concept of narrative in computer games. This leads to several questions that the paper seeks to investigate: How does the construction of space in PC games contribute to the meaning-making process or the gamer’s experience of narrative? How then is this experience of narrative game-space different from that of film?
    Original languageEnglish
    Title of host publicationScreenplay
    Subtitle of host publicationCinema/Videogames/Interfaces
    Place of PublicationLondon
    PublisherWallflower
    Pages98-109
    Number of pages11
    ISBN (Print)190336423X
    Publication statusPublished - 2002

    Fingerprint Dive into the research topics of 'Vision and Virtuality: The Construction of Narrative Space in Film and Computer Games'. Together they form a unique fingerprint.

    Cite this