Proceedings of the fourth Asia-Pacific Research in Social Sciences and Humanities, Arts and Humanities Stream (AHS-APRISH 2019)

Actantial Model as a Tool in Analyzing Video Games Narrative

Authors
Hasbi Thaufik Oktodila1, Dhita Hapsarani1, *
1Literature Department, Faculty of Humanities, Universitas Indonesia, Depok, Indonesia
*Corresponding author. Email: dhitahapsarani@ui.ac.id
Corresponding Author
Dhita Hapsarani
Available Online 29 May 2023.
DOI
10.2991/978-2-38476-058-9_32How to use a DOI?
Keywords
Actantial; Gameplay; Narrative; Video Game
Abstract

Video game is one of the mediums for channeling human’s expressions. At first, it is considered as a mere entertainment, but recently it received attention from the academic world. The complexity of current video games opens up interest from various field of studies. Literary studies find the incorporation of narrative in a game as a new area for their research. However, the interactivity element of video games created a challenge as there is no methodology in literary criticism that can be used to analyze this element. Therefore, this field offers opportunities for researchers to develop methodology for this purpose. This article proposes a modified actantial model as a methodology in analyzing video games’ narrative by combining the gameplay and the narrative aspects. The model combines Greimas’ actantial model proposed in 1966 and Konzak’s concept of gameplay elements developed in 2002. This model was then tested on the game Bioshock (2007) which utilizes both gameplay and narrative elements in its storytelling. The findings show that the use of the modified actantial model provides a clear presentation of the complex relation in the gameplay and narrative elements in a video game. The model is applicable for other research of video games’ narrative.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the fourth Asia-Pacific Research in Social Sciences and Humanities, Arts and Humanities Stream (AHS-APRISH 2019)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
29 May 2023
ISBN
978-2-38476-058-9
ISSN
2352-5398
DOI
10.2991/978-2-38476-058-9_32How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Hasbi Thaufik Oktodila
AU  - Dhita Hapsarani
PY  - 2023
DA  - 2023/05/29
TI  - Actantial Model as a Tool in Analyzing Video Games Narrative
BT  - Proceedings of the fourth Asia-Pacific Research in Social Sciences and Humanities, Arts and Humanities Stream (AHS-APRISH 2019)
PB  - Atlantis Press
SP  - 409
EP  - 419
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-058-9_32
DO  - 10.2991/978-2-38476-058-9_32
ID  - Oktodila2023
ER  -