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Playing the Future History of Humanity: Situating Fallout 3 as a Narratological Artefact

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

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Playing the Future History of Humanity: Situating Fallout 3 as a Narratological Artefact. / Stobbart, Dawn.
On the Fringes of Literature and Digital Media Culture: Perspectives from Eastern and Western Europe. ed. / Irena Barbara Kalla; Patrycja Poniatowska; Dorota Michułka. Brill, 2018. p. 123-134 (Textxet: Studies in Comparative Literature; Vol. 87).

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Harvard

Stobbart, D 2018, Playing the Future History of Humanity: Situating Fallout 3 as a Narratological Artefact. in IB Kalla, P Poniatowska & D Michułka (eds), On the Fringes of Literature and Digital Media Culture: Perspectives from Eastern and Western Europe. Textxet: Studies in Comparative Literature, vol. 87, Brill, pp. 123-134. <https://brill.com/view/title/36250?lang=en>

APA

Stobbart, D. (2018). Playing the Future History of Humanity: Situating Fallout 3 as a Narratological Artefact. In I. B. Kalla, P. Poniatowska, & D. Michułka (Eds.), On the Fringes of Literature and Digital Media Culture: Perspectives from Eastern and Western Europe (pp. 123-134). (Textxet: Studies in Comparative Literature; Vol. 87). Brill. https://brill.com/view/title/36250?lang=en

Vancouver

Stobbart D. Playing the Future History of Humanity: Situating Fallout 3 as a Narratological Artefact. In Kalla IB, Poniatowska P, Michułka D, editors, On the Fringes of Literature and Digital Media Culture: Perspectives from Eastern and Western Europe. Brill. 2018. p. 123-134. (Textxet: Studies in Comparative Literature).

Author

Stobbart, Dawn. / Playing the Future History of Humanity : Situating Fallout 3 as a Narratological Artefact. On the Fringes of Literature and Digital Media Culture: Perspectives from Eastern and Western Europe. editor / Irena Barbara Kalla ; Patrycja Poniatowska ; Dorota Michułka. Brill, 2018. pp. 123-134 (Textxet: Studies in Comparative Literature).

Bibtex

@inbook{23c62ff0f793419b903671665c97e89b,
title = "Playing the Future History of Humanity: Situating Fallout 3 as a Narratological Artefact",
abstract = "Videogames as narratives exist on the margins of literary acceptance, and although digital texts are a growing genre, the term usually refers to a written text in a digital environment. From the perspective of a literary academic and a gamer, the conjunction of narrative and play in videogames is an exciting development in the interdisciplinary field of videogames.Environmental storytelling lays the groundwork for an evolution in narrative. Primarily using the landscape, videogames help to construct and to understand, a narrative. As the narrative content of videogames has become more sophisticated, so too has the scope to consider videogames as part of the evolution of narrative expanded, changing the way narrative is delivered and interpreted by a player. As part of this, revisiting the theoretical analytical tools of traditional narratives provides a useful point from which to begin the academic study of this evolution. This paper will address narrative in the role-playing game Fallout 3, drawing on the theoretical work of Gerard Genette. It will then consider whether a narratological reading of this videogame is sufficient for analysis, or whether further, videogame-specific analysis is needed to understand the role of narrative in a videogame.",
author = "Dawn Stobbart",
year = "2018",
month = jun,
day = "5",
language = "English",
isbn = "9789004362352",
series = "Textxet: Studies in Comparative Literature",
publisher = "Brill",
pages = "123--134",
editor = "Kalla, {Irena Barbara } and Poniatowska, {Patrycja } and Dorota Michu{\l}ka",
booktitle = "On the Fringes of Literature and Digital Media Culture",
address = "Netherlands",

}

RIS

TY - CHAP

T1 - Playing the Future History of Humanity

T2 - Situating Fallout 3 as a Narratological Artefact

AU - Stobbart, Dawn

PY - 2018/6/5

Y1 - 2018/6/5

N2 - Videogames as narratives exist on the margins of literary acceptance, and although digital texts are a growing genre, the term usually refers to a written text in a digital environment. From the perspective of a literary academic and a gamer, the conjunction of narrative and play in videogames is an exciting development in the interdisciplinary field of videogames.Environmental storytelling lays the groundwork for an evolution in narrative. Primarily using the landscape, videogames help to construct and to understand, a narrative. As the narrative content of videogames has become more sophisticated, so too has the scope to consider videogames as part of the evolution of narrative expanded, changing the way narrative is delivered and interpreted by a player. As part of this, revisiting the theoretical analytical tools of traditional narratives provides a useful point from which to begin the academic study of this evolution. This paper will address narrative in the role-playing game Fallout 3, drawing on the theoretical work of Gerard Genette. It will then consider whether a narratological reading of this videogame is sufficient for analysis, or whether further, videogame-specific analysis is needed to understand the role of narrative in a videogame.

AB - Videogames as narratives exist on the margins of literary acceptance, and although digital texts are a growing genre, the term usually refers to a written text in a digital environment. From the perspective of a literary academic and a gamer, the conjunction of narrative and play in videogames is an exciting development in the interdisciplinary field of videogames.Environmental storytelling lays the groundwork for an evolution in narrative. Primarily using the landscape, videogames help to construct and to understand, a narrative. As the narrative content of videogames has become more sophisticated, so too has the scope to consider videogames as part of the evolution of narrative expanded, changing the way narrative is delivered and interpreted by a player. As part of this, revisiting the theoretical analytical tools of traditional narratives provides a useful point from which to begin the academic study of this evolution. This paper will address narrative in the role-playing game Fallout 3, drawing on the theoretical work of Gerard Genette. It will then consider whether a narratological reading of this videogame is sufficient for analysis, or whether further, videogame-specific analysis is needed to understand the role of narrative in a videogame.

M3 - Chapter

SN - 9789004362352

T3 - Textxet: Studies in Comparative Literature

SP - 123

EP - 134

BT - On the Fringes of Literature and Digital Media Culture

A2 - Kalla, Irena Barbara

A2 - Poniatowska, Patrycja

A2 - Michułka, Dorota

PB - Brill

ER -