Analysing God of War: A Hero’s Journey

R. Cassar
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引用次数: 0

Abstract

This paper is the result of an attempt to carry out a close reading ofthe videogames series God of War (GOW). The purpose of thisstudy was to scrutinise the structure of the plot in such as way asto better understand how game developers use this medium todeliver stories. The tool used to undertake this task was JosephCampbell’s monomyth (Hero’s journey) as adapted by ChristopherVogler in his ‘Writer’s Journey’. The analysis was mostlyconcerned with the type of narrative components and structurespresent in the game/s. The researcher position in this study is thesame one used by Carr (2002); that is from the perspective of an‘academic fan’. Ultimately this work’s ontology was inductivelydeveloped from data collected from different sources; including fieldnotes of personal gaming sessions and documents associated withthe game such as game manuals, reviews, articles and otherrelated content.
分析《战神:英雄之旅
本文是对《战神》系列电子游戏进行细读的结果。这项研究的目的是仔细检查情节结构,以便更好地理解游戏开发者如何使用这种媒体来传递故事。完成这项任务的工具是约瑟夫·坎贝尔的《英雄之旅》,克里斯托弗·沃格勒在他的《作家之旅》中对其进行了改编。分析主要关注游戏中呈现的叙事组件和结构类型。本研究中的研究者位置与Carr(2002)使用的位置相同;这是从一个“学术迷”的角度来看。最终,这项工作的本体是从不同来源收集的数据归纳发展起来的;包括个人游戏会话的现场记录和与游戏相关的文件,如游戏手册、评论、文章和其他相关内容。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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