@article{ART002686250},
author={Park, In-Seong},
title={A study on the ludonarrative dissonance of AAA-level games, examined through },
journal={Journal of Popular Narrative},
issn={1738-3188},
year={2021},
volume={27},
number={1},
pages={227-265},
doi={10.18856/jpn.2021.27.1.006}
TY - JOUR
AU - Park, In-Seong
TI - A study on the ludonarrative dissonance of AAA-level games, examined through
JO - Journal of Popular Narrative
PY - 2021
VL - 27
IS - 1
PB - The Association of Popular Narrative
SP - 227
EP - 265
SN - 1738-3188
AB - This paper summarizes the concept of ludonarrative dissonance that occurred in the realm of full-scale game criticism, and materializes it with the latest work . In the process, it is examined that this game actively utilizes the ludonarrative dissonance to deliver cognitive experiences to players that go beyond the definition of gameness. Along with the all-round development of AAA-class games, the ludonarrative dissonance is emerging as an important task that each game must overcome. On the contrary, however, it should be noted that has a different effect than expected by revealing rather than overcoming the ludonarrative dissonance.
The ludonarrative dissonance conveyed by has the effects of ironic interpretative possibilities. This paper looks at dissonance in two dimensions, and the first is the dissonance between the play-narrative structure inside the game. induces the player to recognize the dissonance and actively reconstruct the meaning of the whole game by reminding the player of the dissonance that occurs between the two structures. Second, it stimulates the cognitive dissonance that exists inside the player playing the game beyond the internal structure of the game. That is, by expanding the concept of gameness, it evokes the possibility that games can function more than a tool for convenient self-efficacy. As such, the ludonnarrative dissonance can be a more fundamental redefinition of game nature and an expression of a problem consciousness about the possibility of change.
KW - ludonarrative dissonance;The Last of Us;game;narrative;irony
DO - 10.18856/jpn.2021.27.1.006
ER -
Park, In-Seong. (2021). A study on the ludonarrative dissonance of AAA-level games, examined through . Journal of Popular Narrative, 27(1), 227-265.
Park, In-Seong. 2021, "A study on the ludonarrative dissonance of AAA-level games, examined through ", Journal of Popular Narrative, vol.27, no.1 pp.227-265. Available from: doi:10.18856/jpn.2021.27.1.006
Park, In-Seong "A study on the ludonarrative dissonance of AAA-level games, examined through " Journal of Popular Narrative 27.1 pp.227-265 (2021) : 227.
Park, In-Seong. A study on the ludonarrative dissonance of AAA-level games, examined through . 2021; 27(1), 227-265. Available from: doi:10.18856/jpn.2021.27.1.006
Park, In-Seong. "A study on the ludonarrative dissonance of AAA-level games, examined through " Journal of Popular Narrative 27, no.1 (2021) : 227-265.doi: 10.18856/jpn.2021.27.1.006
Park, In-Seong. A study on the ludonarrative dissonance of AAA-level games, examined through . Journal of Popular Narrative, 27(1), 227-265. doi: 10.18856/jpn.2021.27.1.006
Park, In-Seong. A study on the ludonarrative dissonance of AAA-level games, examined through . Journal of Popular Narrative. 2021; 27(1) 227-265. doi: 10.18856/jpn.2021.27.1.006
Park, In-Seong. A study on the ludonarrative dissonance of AAA-level games, examined through . 2021; 27(1), 227-265. Available from: doi:10.18856/jpn.2021.27.1.006
Park, In-Seong. "A study on the ludonarrative dissonance of AAA-level games, examined through " Journal of Popular Narrative 27, no.1 (2021) : 227-265.doi: 10.18856/jpn.2021.27.1.006