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
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.
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Master of Fine Arts (M.F.A.)
College of Arts and Humanities
Visual Arts and Design
Emerging Media; Studio Art and the Computer
Length of Campus-only Access
Masters Thesis (Open Access)
Arts and Humanities -- Dissertations, Academic; Dissertations, Academic -- Arts and Humanities
Dannelly, David, "Secondary World: The Limits of Ludonarrative" (2014). Electronic Theses and Dissertations, 2004-2019. 4703.