Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/105013
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dc.contributorSchool of Designen_US
dc.creatorWei, Hen_US
dc.creatorLeung, THMen_US
dc.date.accessioned2024-04-03T01:45:40Z-
dc.date.available2024-04-03T01:45:40Z-
dc.identifier.isbn978-1-4503-8422-3en_US
dc.identifier.urihttp://hdl.handle.net/10397/105013-
dc.descriptionThe 16th International Conference on the Foundations of Digital Games 2021 (FDG'21), Montreal, QC, Canada, August 3 - 6, 2021en_US
dc.language.isoenen_US
dc.publisherAssociation for Computing Machineryen_US
dc.rights© 2021 Copyright held by the owner/author(s). Publication rights licensed to ACM. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in FDG '21: Proceedings of the 16th International Conference on the Foundations of Digital Games, http://dx.doi.org/10.1145/3472538.3472564.en_US
dc.subjectAgencyen_US
dc.subjectFocalizationen_US
dc.subjectGame designen_US
dc.subjectGame narrative designen_US
dc.subjectGhost of Tsushimaen_US
dc.subjectIdeologyen_US
dc.subjectInteractive narrativeen_US
dc.subjectPerspectiveen_US
dc.subjectRed Dead Redemption 2en_US
dc.titlePlaying between opposite ideologies with focalization and agency : a look at ideological perspective in narrative-driven gamesen_US
dc.typeConference Paperen_US
dc.identifier.doi10.1145/3472538.3472564en_US
dcterms.abstractThis paper examines the unique set-up of two concurrent opposite ideologies in narrative-driven games both as a structure and as a technique for game narrative design. Through close analysis of two distinct games - Ghost of Tsushima and Red Dead Redemption 2, both with a strikingly similar dual ideology design, we observe a range of narrative design strategies that allow the player to build her player character's ideology with agency at both local and global levels. Among them focalization, specifically internal focalization, has stood out as a prominent approach. Our analysis contributes to the broader theoretical discussion of how narrative perspective exits in games, with detailed findings on techniques of ideological perspective design and the use of focalization in games.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationIn A. Fowler, J. Pirker, A. A. Canossa, A. A. Arya & C Harteveld (Eds.), Proceedings of the 16th International Conference on the Foundations of Digital Games 2021 (FDG'21), Montreal QC Canada, August 3 - 6, 2021, Article No.: 24. New York : Association for Computing Machinery, 2021en_US
dcterms.issued2021-
dc.identifier.scopus2-s2.0-85118264900-
dc.relation.conferenceInternational Conference on the Foundations of Digital Games [FDG]en_US
dc.publisher.placeNew Yorken_US
dc.identifier.artn24en_US
dc.description.validate202403 bckwen_US
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumberSD-0010-
dc.description.fundingSourceRGCen_US
dc.description.pubStatusPublisheden_US
dc.identifier.OPUS57707864-
dc.description.oaCategoryGreen (AAM)en_US
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