Playing with Stories: Developing a Critical Encyclopedia of Video Game Narratives
Supervisor: Sonja Nikkila (English)
Student RAs will develop a critical encyclopedia for video game narrative studies: we will lay the groundwork for a digital, collaborative, and evolving resource that offers definitional entries as well as sample critical analyses and discussions of exemplar games. We will begin by absorbing foundational information on video game analysis––narrative lenses, categories, vocabularies, etc.––and plot a framework for the encyclopedia, including an outline of topics and proposed organization. We will explore a range of research resources (from the library to “the internet” to the games themselves) in order to extract and synthesize information for entries.
Chess, Shira. “The Queer Case of Video Games: Orgasms, Heteronormativity, and Video Game Narrative.” Critical Studies in Media Communication, vol. 33, no. 1, 2016, pp. 84–94, https://doi.org/10.1080/15295036.2015.1129066.
Currin, Joseph M., et al. “Taking the Red Pill: Using The Matrix to Explore Transgender Identity Development.” Journal of Creativity in Mental Health, vol. 12, no. 3, 2017, pp. 402–09, https://doi.org/10.1080/15401383.2016.1249815.
Dahlberg-Dodd, Hannah E. “Katakana and the Mediatized Other: Script Variation in Fantastical Narratives.” Japanese Studies, vol. 42, no. 1, 2022, pp. 61–79, https://doi.org/10.1080/10371397.2022.2027749.
Ensslin, Astrid, and Tejasvi Goorimoorthee. “Transmediating Bildung: Video Games as Life Formation Narratives.” Games and Culture, vol. 15, no. 4, 2020, pp. 372–93, https://doi.org/10.1177/1555412018796948.
Fuchs, Michael. “Livin’ Da Dream? Playing Black, Illusions of Meritocracy, and Narrative Constraints in Sports Video Game Story Modes.” European Journal of American Studies, vol. 16, no. 3, 2021, https://doi.org/10.4000/ejas.17368.
Ip, Barry. “Narrative Structures in Computer and Video Games: Part 1: Context, Definitions, and Initial Findings.” Games and Culture, vol. 6, no. 2, 2011, pp. 103–34, https://doi.org/10.1177/1555412010364982.
Klaehn, Jeffery. “An Interview with British Writer and Game Designer Alexis Kennedy.” New Writing (Clevedon, England), vol. 17, no. 3, 2020, pp. 324–32, https://doi.org/10.1080/14790726.2019.1609046.
LaPensee, Elizabeth. “When Rivers Were Trails: Cultural Expression in an Indigenous Video Game.” International Journal of Heritage Studies : IJHS, vol. 27, no. 3, 2021, pp. 281–95, https://doi.org/10.1080/13527258.2020.1746919.
Perreault, Mildred F., et al. “What Does It Mean to Be a Female Character in ‘Indie’ Game Storytelling? Narrative Framing and Humanization in Independently Developed Video Games.” Games and Culture, vol. 17, no. 2, 2022, pp. 244–61, https://doi.org/10.1177/15554120211026279.
Pugh, Tison. “The Queer Narrativity of the Hero’s Journey in Nintendo’s the Legend of Zelda Video Games.” Journal of Narrative Theory, vol. 48, no. 2, 2018, pp. 225–51, https://doi.org/10.1353/jnt.2018.0009.
Steinkuehler, Constance. “Video Games and Digital Literacies.” Journal of Adolescent & Adult Literacy, vol. 54, no. 1, 2010, pp. 61–63, https://doi.org/10.1598/JAAL.54.1.7.
Welhouse, Zach, et al. “‘What Am I Fighting For?’: Creating a Controlled Vocabulary for Video Game Plot Metadata.” Cataloging & Classification Quarterly, vol. 53, no. 2, 2015, pp. 157–89, https://doi.org/10.1080/01639374.2014.963776.
Wellenreiter, Michael. “Screenwriting and Authorial Control in Narrative Video Games.” Journal of Screenwriting, vol. 6, no. 3, 2015, pp. 343–61, https://doi.org/10.1386/josc.6.3.343_1.
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