sh.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
En actionberättelse: en analys av de narrativa delarna i actiondatorspelet Halo
Södertörn University College, School of Communication, Technology and Design.
Södertörn University College, School of Communication, Technology and Design.
2003 (Swedish)Independent thesis Basic level (degree of Bachelor)Student thesis
Abstract [en]

This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.

The conclusion is that this particular game uses the narrative to motivate progress through the game and give the player a goal to play towards. It's also been used to enhance the players experience.

Abstract [sv]

Uppsatsen gör en analys av de narrativa delarna i datorspelet Halo. Syftet med uppsatsen är att se vilken funktion de narrativa elementen fyller i ett datorspel i actiongenren. Analysen har gjort utifrån neoformalistisk teori enligt David Bordwell och Kristin Thompson. Valet av spel gjordes utifrån de positiva recensioner spelet fått som nämner historien i spelet. Uppsatsen försöker ge en bild av dagens forskning inom datorspel och narrativ och den bild framstående forskare har.

Slutsatsen är att spelet har använt narrativ för att fungera som drivkraft genom spelet och att ge spelaren det mål som man ska spela mot för att vinna. Det har också använts för att förhöja spelarens upplevelse.

Place, publisher, year, edition, pages
Huddinge: Institutionen för kommunikation, teknik och design , 2003. , p. 63
Keywords [en]
Halo, computer game, xbox, narrative, neo-formalist, ludology, drama
Keywords [sv]
Halo, datorspel, xbox, narrativ, dramaturgi, ludologi, neoformalistisk teori
National Category
Information Systems
Identifiers
URN: urn:nbn:se:sh:diva-341OAI: oai:DiVA.org:sh-341DiVA, id: diva2:16032
Uppsok
samhälle/juridik
Supervisors
Available from: 2005-09-09 Created: 2005-09-09 Last updated: 2018-01-13

Open Access in DiVA

fulltext(290 kB)2231 downloads
File information
File name FULLTEXT01.pdfFile size 290 kBChecksum MD5
3a60b2de5c478e08023bc1e4a1719e4a97e9806167d5dfd4644ef616316274d1d8a7ce56
Type fulltextMimetype application/pdf

By organisation
School of Communication, Technology and Design
Information Systems

Search outside of DiVA

GoogleGoogle Scholar
Total: 2231 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 977 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf