Masters Thesis

Performativity and Theatrical Representation in Video Games

 
 
 
 
 
 
 
 

This thesis takes three case studies: Gone Home (G.H.), The Stanley Parable (T.S.P) and Bioshock Infinite (B.I), exploring each – through a joint ludological and narratological approach – for their exploitation/representation of performative and theatrical elements to provide agency and inform player understanding. G.H is viewed through the theoretical framework of feminine ècriture, demonstrating the ways in which videogames may present their narratives in a non-traditional manner (to the medium); exploring how this presentation may affect players choices and overall story content. Chapter Two focuses on metatheatricality and postmodern metafiction, arguing that as certain videogames borrow elements from theatrical performances, they become works of postmodern art. The final chapter views how B.I uses semiotic signalling, specifically sound and game design, to provide understanding and information to players.

      Ultimately, this thesis argues that videogames may be viewed as theatrical performances, relying on well-known theatrical concepts in their construction and are therefore worthy of academic study under the performing arts. An argument shall be made that may aid in settling the ‘ludology vs narratology’ debate and to shed new light to the often-separate academic fields of performance studies and scholarly game research.

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Ludology Vs Narratology: A Postmodern Reflection of Modern Video Games