Aspects of Cinema in Narrative Based Video Games: Analysis of Sony Interactive Entertainment Video Games
dc.contributor.advisor | John Mugubi | en_US |
dc.contributor.advisor | Eliud Situma | en_US |
dc.contributor.author | Manono, Franklyne Mudulia | |
dc.date.accessioned | 2024-02-02T11:29:27Z | |
dc.date.available | 2024-02-02T11:29:27Z | |
dc.date.issued | 2023 | |
dc.description | A Research Thesis Submitted in Partial Fulfilment of the Requirements for the Award of Degree of Master of Arts in Film and Theatre Arts (Film Technology) In the School of Law, Arts and Social Sciences of Kenyatta University | en_US |
dc.description.abstract | Video games have evolved over time and are attracting attention and criticism both positive and negative from all corners. The ability and potential of video games as an art form has spurred discussions and arguments in equal measures. Modern narrative based video games seem to have more semblance to film than any other narrative media and are considered as being cinematic. It is thus the aim of this study to interrogate the integration and influence of cinema to these narrative based video games. Based on formalism film theory, which deconstructs a text by looking at the individual elements that bring out the form, and semiotic film theory, which studies signs and creation of meaning, the study aims at critically analyzing the aspects of cinema deployed in the making of modern video games. The study looks at video games from the angle of cinema in terms of narrative, cinematography and lighting, which are the foremost basic tenets of cinema. Four Video Games published by Sony Interactive Entertainment; The Last of Us (2013) developed by Naughty Dog, Until Dawn (2015) by Supermassive Games, Uncharted 4: A Thief’s End (2016) by Naughty Dog and God of War (2018) by Santa Monica Studio were purposively selected for the study. The study applies qualitative research design using both primary and secondary data collection techniques. Observation and analysis of books, articles, journals and reviews of related literature available are used for data collection. Content analysis then applies to synthesize data. The study finds out that indeed modern narrative based video games are on a quest to be cinematic by applying aspects of cinema in their design, though not exactly the same way, but based on principles of cinema. Modern video games not only apply these aspects of cinema, but also employ the skills of film professionals in their design. The study concludes that video games need to do more in effectively applying aspects of cinema in their design to appeal to players in both narrative and gameplay. | en_US |
dc.description.sponsorship | kenyatta university | en_US |
dc.identifier.uri | https://ir-library.ku.ac.ke/handle/123456789/27468 | |
dc.language.iso | en | en_US |
dc.publisher | kenyatta university | en_US |
dc.subject | Cinema | en_US |
dc.subject | Video Games | en_US |
dc.subject | Sony Interactive Entertainment Video Games | en_US |
dc.title | Aspects of Cinema in Narrative Based Video Games: Analysis of Sony Interactive Entertainment Video Games | en_US |
dc.type | Thesis | en_US |
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