record

Thesis Info

LABS ID
00764
Thesis Title
Designing The Virtual Reality Narrative: Embodiment & The Ludonarrative Dissonance
Author
Stefan Palitov
2nd Author
3rd Author
Degree
Master of Arts in Media Arts Cultures
Year
2018
Number of Pages
104
University
Aalborg University, Media Arts Cultures Consortium
Thesis Supervisor
Prof. Morten Søndergaard
Supervisor e-mail
mortenson AT hum.aau.dk
Other Supervisor(s)
Prof. Palle Dahlstedt
Language(s) of Thesis
English
Department / Discipline
Media Arts Cultures
Languages Familiar to Author
English, Macedonian, Croatian, basic German & basic Czech
URL where full thesis can be found
projekter.aau.dk/projekter/en/studentthesis/designing-the-virtual-reality-narrative(4c788a4e-d6e2-4da6-beb7-e3e4fa3c135a).html
Keywords
virtual reality, extended reality, narratives, interactivity, user experience, ludology, ludonarrative dissonance, embodiment, presence, phenomenology, media art, virtual reality arcades, location-based entertainment
Abstract: 200-500 words
This thesis explores the relationship between the principles of embodiment and the interactive narrative design in the contemporary virtual reality format. The aim is to establish a baseline framework for the format specific narrative modalities of VR and how they build a unique first-person perspective experience. Furthermore, the exploration aims to reflect on the differences between interactive and non-interactive narratives, in order to outline the spectrum of VR experiences. This is compared to films, computer game narratives and interaction, as well as ludic experiences in general. The thesis continues to explore the conflict between the narrative and the game mechanics of computer games, known as the ludonarrative dissonance. Eventually, it is analyzed to which extent this concept is applicable for understanding the contemporary VR experience. The research approach is predominantly through a constructivist methodology. Additionally, the comparative methodology is present. Using these approaches the thesis navigates through an interdisciplinary topic that incorporates findings from the fields of psychology, philosophy, neurocognitive sciences, narratology, film studies, ludology, VR, game and user experience design. Case studies include critically acclaimed works from the contemporary Danish VR scene, experiences from the VR arcade VR ZONE Shinjuku in Tokyo, other relevant VR works and computer games. The views of creators, researchers and designers are also provided. The results of this thesis show a high level of interrelation between embodiment, presence, interactive and narrative design in VR. Furthermore, because of the inherent possibility for a conflict between the principles of VR embodiment and the affordances of the design, it is proposed to expand the traditional definition of the ludonarrative dissonance to a VR ludonarrative dissonance. Through analysis and comparison, it is observed how these principles are used to design engaging and successful VR experiences. The implications of these results shed light on possible developments of best practices in contemporary VR interaction and storytelling.