Rethinking Genre in Computer Games : How Narrative Psychology Connects Game and Story

Rethinking Genre in Computer Games : How Narrative Psychology Connects Game and Story

Jasmina Kallay
ISBN13: 9781615207190|ISBN10: 1615207198|ISBN13 Softcover: 9781616922771|EISBN13: 9781615207206
DOI: 10.4018/978-1-61520-719-0.ch002
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MLA

Kallay, Jasmina. "Rethinking Genre in Computer Games : How Narrative Psychology Connects Game and Story." Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions, edited by Richard Van Eck, IGI Global, 2010, pp. 30-49. https://doi.org/10.4018/978-1-61520-719-0.ch002

APA

Kallay, J. (2010). Rethinking Genre in Computer Games : How Narrative Psychology Connects Game and Story. In R. Van Eck (Ed.), Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions (pp. 30-49). IGI Global. https://doi.org/10.4018/978-1-61520-719-0.ch002

Chicago

Kallay, Jasmina. "Rethinking Genre in Computer Games : How Narrative Psychology Connects Game and Story." In Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions, edited by Richard Van Eck, 30-49. Hershey, PA: IGI Global, 2010. https://doi.org/10.4018/978-1-61520-719-0.ch002

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Abstract

“Rethinking Genre in Computer Games” is an attempt to find a new way of categorising game genre. Instead of dividing gameplay and game story as two separate entities, and regarding them by different genre standards, what if there were a way of distinguishing shared psychological qualities of a game’s narrative and gameplay components? If the gameplay and the game narrative can be seen to conform to the same psychological underpinnings (as in the same cognitive–emotional responses), then such a common denominator may open up this particular area of game studies to a new perspective on game genre. By analysing two games as case studies, the intention is to provide a widely applicable theoretical model for game analysis, with suggestions provided on possible future directions. The proposed model should challenge preexisting ideas on genre organisation and emphasise the value of employing psychology to better understand computer games.

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