Art, gameplay, and narrative: Links between video games and children’s literature

  1. Ana María Marqués Ibáñez 1
  1. 1 Universidad de La Laguna
    info

    Universidad de La Laguna

    San Cristobal de La Laguna, España

    ROR https://ror.org/01r9z8p25

Actas:
InSEA 2019 World Congress Proceedings

Editorial: InSEA Publications

ISBN: 978-989-54683-4-8

Año de publicación: 2019

Páginas: 503 - 508

Tipo: Aportación congreso

Resumen

In the field of Humanities, there is a continuous review by researchers or experts in art and education who analyzefrom an academic and commercial perspective the video game industry, if these can be considered artistic pieces.The parameters in which videogames and art are developed are so close that the level of development in style andartistic aesthetics in a game can be excellent and not giving priority to the aspect of playability but the purely visual, inother cases videogames are intervened by developers to turn them into pieces of art. Currently there is a hybridizationof analog and digital media that enriches different cultural areas in this case, the union of children’s literature andvideo games, their interactivity and their scope to achieve challenges through playability and overcoming certainphases in the game. Analysis of the artistic nature of the genre of video games based on children’s literature,highlighting those that are inspired by traditional stories and that form part of the popular culture of children, in orderto encourage reading. A study is made of adventure video games that present dystopia or anti-utopy and that comefrom both audiovisual and literary media, including comics and graphic novels. In the video game industry, due to thecreation of new complex narrative formats of the 21st century, there is a distinction between interactive, narrativeand hypertextual formats, which fundamentally come from postmodernism. Video games based on literary workswill be analyzed. It is necessary the cohesion between the way of telling stories and the activities designed for itsimplementation in the classroom through the creation of characters through the model sheet, as well as its threedimensional construction through paper engineering. The generation of a video game based on conventional drawingand a digital basis for its creation. The natural format for telling and narrating history in education would be literaryand books in their different narrative formats. From both links, an innovative cultural proposal is manifested that is thefruit of the union of literature with playability in didactic video games.