Skip to main content

Experiencing Narrative Elements Through Social Communication in Computer Based Role-Playing Game – CASE: Castle of Oulu 1651

  • Conference paper
Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2006)

Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 4326))

  • 2614 Accesses

Abstract

A study on how role-play through narrative elements of social communication can be implemented in a computer-based environment. Contemporary computer role-playing games do not support playing roles in a social aspect. Play is conducted in a functional and task-oriented way due to the design of the gameplay. An experimental role-playing game, Castle of Oulu, 1651 was constructed to test aspects of social play and elements borrowed from more traditional forms of role-play. The aim is to determine some essential elements the players need to assume a role and play towards socially structured goals.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Falk, J., Davenport, G.: Live Role-Playing Games: Implications for Pervasive Gaming. In: Rauterberg, M. (ed.) ICEC 2004. LNCS, vol. 3166, p. 128. Springer, Heidelberg (2004)

    Google Scholar 

  2. Lankoski, P.: Character Design Fundamentals for Role-Playing Games. In: Montola, M., Stenros, J. (eds.) Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination, The book for Solmukohta, pp. 139–148 (2004)

    Google Scholar 

  3. Mann, J.H., Mann, C.H.: The Effect of Role-Playing Experience on Role-Playing Ability. Sociometry 22(1), 64–74 (1959)

    Article  Google Scholar 

  4. Pearce, C.: Emergent Authorship: The Next Interactive Revolution. Computers & Graphics 26(1), 21–29 (2002)

    Article  Google Scholar 

  5. Rouse, R.: Game Design: Theory & Practice, p. 558. Wordware Publishing, Inc., Plano, Texas (2000)

    Google Scholar 

  6. Salen, K., Zimmerman, E.: Rules of Play - Game Design Fundamentals. Massachusetts Institute of Technology 95, 471–475 (2004)

    Google Scholar 

  7. Thalmann, D.: The Role of Virtual Humans in Virtual Environment Technology and Interfaces. In: Earnshaw, R., Guejd, R., van Dam, A., Vince, J. (eds.) Frontiers of Human-Centred Computing, Online Communities and Virtual Environments, pp. 27–38. Springer, London (2001)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2006 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Vallius, L., Kujanpää, T., Manninen, T. (2006). Experiencing Narrative Elements Through Social Communication in Computer Based Role-Playing Game – CASE: Castle of Oulu 1651 . In: Göbel, S., Malkewitz, R., Iurgel, I. (eds) Technologies for Interactive Digital Storytelling and Entertainment. TIDSE 2006. Lecture Notes in Computer Science, vol 4326. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11944577_29

Download citation

  • DOI: https://doi.org/10.1007/11944577_29

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-49934-3

  • Online ISBN: 978-3-540-49935-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics