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What is Spatial Narrative

Handbook of Research on Effective Electronic Gaming in Education
Pearce (2005) coins this term to refer to computer games that deconstruct storylines, allowing players to reconstruct the story throughout the game play. The examples of computer games that fall into this genre are Indiana Jones series by LucasArts, and Blade Runner by Westwood studios. Pearce contrasts this term with an emergent authorship.
Published in Chapter:
Exploring Personal Myths from The Sims
Vasa Buraphadeja (University of Florida, USA) and Kara Dawson (University of Florida, USA)
Copyright: © 2009 |Pages: 13
DOI: 10.4018/978-1-59904-808-6.ch049
Abstract
Many game scholars claim that the emergent authorship opportunities provided within The Sims may lead to positive game play outcomes. This study hypothesizes that narratives told by game players may be similar to narratives told in real life and explores 66 Sims narratives via McAdams criteria of a good myth (1997). Results suggest that most people who play The Sims do not naturally adhere to the criteria of a good myth when developing their narrative, however, over half the narratives met some of the criteria. Our results suggest that The Sims has the potential to serve as a narrative studio for personal myth development but that some kind of intervention or scaffolding may need to be provided. The concept of psychosocial moratorium (McAdams, 1997) is suggested as one possible strategy professionals in multiple disciplines may use to promote The Sims as a narrative studio for myth development. Suggestions for future research are also provided.
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