Learning Outcomes
Upon successful completion of the course, students will:
- Learn the theoretical concepts, genres and characteristics of interactive narratives
- Understand their structure and function
- Apply semiotic analysis on interactive narratives
- Familiarize themselves with the articulation of the semiotic analysis with the new media and technologies used
(c) Comprehend the various roles of the user / reader, depending on the type and degree of interaction
f) Connect theory with practice, both by analyzing interactive texts and by producing their own simple interactive narratives during the lessons.
Course Content (Syllabus)
Nowadays, new forms of narrative have emerged, where the user actively influences the story development and often affects their course. With the support of technology, these narratives have been applied to almost all kinds of cultural production: from literature and art to advertisements, video games and, very recently, television. In this course, we focus primarily on the semiotic and narrative analysis of interactive novels, animations and video games, in order to address narratives in as many semiotic systems as possible (natural language, visual, sound, filmic etc.) while at the same time we will look at various other applications such as in advertising, in educational applications, in art, in videos for social purposes and more.
Keywords
semiotics, interactive novels, animations, video games
Additional bibliography for study
Aarseth, E. (2012). "A narrative theory of games". ACM Digital library. Online http://dl.acm.org/citation.cfm?id=2282365
Aarseth, E. (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore and London: Johns Hopkins UP.
Carr, D. Buckingham D., Burn A., and G. Schott. (2006). Computer games: Text, narrative and play. Cambridge, MA: Polity Press.
Eco U. (2009). "On the ontology of fictional characters. A semiotic approach". Sign Systems Studies 37 (1): 82-97.
Eco, U. (1985). "Articulations of the Cinematic Code". In Bill Nichols (ed.), Movies and Methods: An Anthology. Berkeley: University of California Press, 590-607.
Eco, U. (1976). A Theory of Semiotics. Bloomington: Indiana University Press.
Frasca, G. (2008 [1999]). "Ludology meets narratology: Similitude and differences between (video)games and narrative". Online http://web.cfa.arizona.edu/art435a/readings/frasca_ludology.pdf
Ferri, G. (2007). Narrating machines and interactive matrices, a semiotic common ground for game studies. In Proceedings of DiGRA 2007. Online http://www.digra.org/wpcontent/uploads/digital-library/07311.02554.pdf
Greimas, A.-J. (1983 [1966]). Structural Semantics: An Attempt at a Method. Lincoln and London: University of Nebraska Press.
Greimas, A.-J. (1987 [1970]). On Meaning: Selected Writings in Semiotic Theory. Minneapolis: University of Minessota Press.
Κοκκώνης, Μ., Πασχαλίδης Γ. & Φ. Μπαντιμαρούδης (επιμ). (2010). Ψηφιακά μέσα. Ο πολιτισμός του ήχου και του θεάματος. Αθήνα: Κριτική.
Λαγόπουλος, Α-Φ. & Κ. Boklund-Λαγοπούλου. (2016). Θεωρία Σημειωτικής: Η παράδοση του Ferdinand de Saussure. Αθήνα: Πατάκη.
Montfort, N. (2003). Twisty Little Passages: An Approach to Interactive Fiction. Cambridge, Mass: MIT Press.
Murray, J.-H. (2017). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: The MIT Press.
Perron, B. & M. J. P. Wolf. (eds.). (2009). The video game theory reader 2. London: Routledge.
Propp, V. (1968 [1928]). Morphology of the Folk Tale. Austin. University of Texas Press.
Ryan, M.-L. (2008). Interactive Narrative, Plot Types and Interpersonal Relations. Online https://www.academia.edu/11929989/Interactive_Narrative_Plot_Types_and_Interpersonal_Relations
Smed, J., Suovuo Tomi ‘bgt’, Trygg N. & P. Skult (2019). Lecture Notes on Interactive Storytelling. Finland: Turku Center for Computer Science. Online https://www.academia.edu/38643234/Lecture_Notes_on_Interactive_Storytelling?auto=download
Wolf, M.-J.-P. (2001). The Medium of the Video Game. Austin, TX: University of Texas Press.