Keywords

Ludonarrative, ludonarrative dissonance, secondary world, virtuality, actual, virtual, hyperreality, the real, game design, gilles deleuze, simulation, storytelling, video game narrative, ludology, mind extension hypothesis, virtual reality, immediacy, transparent immediacy, jay bolter, tolkien, film theory, art theory, game studies, andy clark, appropriation, associative thought, animation thesis, video art, 2-d animation, video games, thinking process, video installation, video game art, sign, signifier, signified, the matrix, nasa, the last of us, lucas pope, papers please, the stanley parable, yahtzee croshaw, zero punctuation, persistence of vision, immersion

Abstract

Secondary World: The Limits of Ludonarrative is a series of short narrative animations that are a theoretical treatise on the limitations of western storytelling in video games. The series covers specific topics relating to film theory, game design and art theory: specifically those associated with Gilles Deleuze, Jean Baudrillard, Jay Bolter, Richard Grusin and Andy Clark. The use of imagery, editing and presentation is intended to physically represent an extension of myself and my thinking process and which are united through the common thread of my personal feelings, thoughts and experiences in the digital age.

Notes

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Graduation Date

2014

Semester

Spring

Advisor

Adams, JoAnne

Degree

Master of Fine Arts (M.F.A.)

College

College of Arts and Humanities

Department

Visual Arts and Design

Degree Program

Emerging Media; Studio Art and the Computer

Format

application/pdf

Identifier

CFE0005155

URL

http://purl.fcla.edu/fcla/etd/CFE0005155

Language

English

Release Date

5-15-2014

Length of Campus-only Access

None

Access Status

Masters Thesis (Open Access)

Subjects

Arts and Humanities -- Dissertations, Academic; Dissertations, Academic -- Arts and Humanities

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