Ludo-narratywizm, czyli proceduralizm Bogosta na tle sporu ludologii z narratologią
DOI:
https://doi.org/10.18778/2391-8551.1.09Słowa kluczowe:
ludology vs narratology debate, Ian Bogost , proceduralismAbstrakt
The ludology-narratology dispute has been dismissed and neglected by many researchers. Theorists on both sides of the conflict created theories assimilating the concepts of their opponents. However, in my opinion, Ian Bogost — a scientist not involved in the dispute — has the most interesting solution to the problem. Bogost’s basic concepts — unit operations comparative criticism and procedural rhetoric theory – combine interpretations of game rules with those of narratives. The achievements of Bogost seem less known and appreciated in the Polish game studies. In this article, I will present the basic theories from Bogost’s main books: Unit Operations: An Approach to Videogame Criticism and Persuasive Games: The Expressive Power of Videogames in the context of ludology versus narratology debate.
Bibliografia
Aarseth, Espen, 2001, Computer Game Studies, Year One, „Game Studies” http://www.gamestudies.org/0101/editorial.html
Aarseth, Espen, 2010, Badanie zabawy: metodologia analizy gier, przeł. M. Filiciak, [w:] Filiciak Mirosław (red.) Światy z pikseli. Antologia studiów nad grami komputerowymi, Warszawa: Wydawnictwo SWPS Academica.
Bogost, Ian, 2006, Unit operations. An approach to videogame criticism, Cambridge: MIT Press. DOI: https://doi.org/10.7551/mitpress/6997.001.0001
Bogost, Ian, 2007, Persuasive Games. The Expressive Power of Videogames, Cambridge: MIT Press. DOI: https://doi.org/10.7551/mitpress/5334.001.0001
Eskelinen, Markku, 2001, The Gaming Situation, „Game Studies” http://www.gamestudies.org/0101/eskelinen/
Frasca, Gonzalo, 1999, Ludology meet Narratology: Similitude and differences between (video) games and narrative, http://www.ludology.org/articles/ludology.htm.
Frasca, Gonzalo, 2003, Ludologist love stories too, Digital Games Research Conference 2003 Proceedings, http://www.ludology.org/articles/frasca_levelUp2003.pdf
Juul, Jesper, 2008, Co potrafią, a czego nie potrafią gry komputerowe, przeł. Piotr Wojcieszuk, “Wiedza i Edukacja”,
Juul, Jesper, 2001, Games Telling stories? – A brief note on games and narratives, „Game Studies”, http://www.gamestudies.org/0101/juul-gts/
Manovich, Lev, 2006, Język nowych mediów, przeł. P. Cypryański, Warszawa: Wydawnictwa Akademickie i Profesjonalne.
Murray, Janet, 1998, Hamlet on the Holodeck: The Future of Narrative in Cyberspace, Cambridge: MIT Press.
Pearce, Celia, 2003, Towards a Game Theory of Games, [w:] Pat Harrigan i Noah Wardrip-Fruin (red.), First Person. New Media as Story, Performance, and Game, Cambridge: MIT Press.
Pearce, Celia, 2005, Theory Wars: An Argument Against Arguments in the so-called Ludology/Narratology Debate, http://lmc.gatech.edu/~cpearce3/PearcePubs/PearceDiGRA05.pdf
Ryan, Marie-Laure, 2001, Beyond Myth and Metaphor* — The Case of Narrative in Digital Media, „Game Studies”, http://www.gamestudies.org/0101/ryan/
Sicart, Miguel, 2011, Against Procedurality, „Game Studies”, http://gamestudies.org/1103/articles/sicart_ap.
Aleksiej Pażytnow, 1989, Tetris [GameBoy], USA: Nintendo.
Maxis, 2000, The Sims [PC], USA: Electronic Arts.
Maxis, 2001, The Sims: Hot Date [PC], USA: Electronic Arts.
Nintendo, 1985, Super Mario Bros [NES], USA: Nintendo.
Pobrania
Opublikowane
Numer
Dział
Licencja

Utwór dostępny jest na licencji Creative Commons Uznanie autorstwa – Użycie niekomercyjne – Bez utworów zależnych 4.0 Międzynarodowe.


