This thesis establishes a standard of terminology surrounding the mechanics and aesthetics of video games and utilizes them to present a new methodology for evaluating ludonarrative relationships. In the pursuit of a deeper conversational tool for the discussion and understanding of complex dynamic interactivity in video games, polytonality acts as a lens to observe every aspect of a work. This was accomplished by researching and examining classical game studies assumptions of players, academic game development studies, and player-focused motivation models. After formulating the theoretical system, this thesis tested its polytonal hypothesis by surveying the player perception of ludic and narrative content present in four case studies with an effective sample size of 359. The case studies involved in this research included Stardew Valley (2016), World of Warcraft (2004), Outer Wilds (2019), and Bloodborne (2015). Following the quantitative results of the survey, qualitative open-ended questions were also critically observed for trends and inconsistencies within the data set to provide a clearer view on the ludonarrative dissonance, consonance, harmony, and/or resonance.
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Details
Title
Redefining Harmony
Creators
Eric Allen Keefer
Contributors
Michael G. Wagner (Advisor)
Awarding Institution
Drexel University
Degree Awarded
Master of Science (M.S.)
Publisher
Drexel University; Philadelphia, Pennsylvania
Number of pages
vii, 56 pages
Resource Type
Thesis
Language
English
Academic Unit
Digital Media; Drexel University; Antoinette Westphal College of Media Arts and Design
Other Identifier
991020879211104721
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