Life Reiteration in “Life Is Strange” Video Game
- 10.2991/assehr.k.200108.032How to use a DOI?
- Choice, Interactivity, Narrative, Player’s Experience, Real-time Reactions
A story within a video game can be defined clearly yet the narrative is various based on the nodal situation and structures; thus this paper focuses on the representation of life reiteration in a videogame narrative. This research is significant to be executed since through its’ players can learn that options are exist and able to alter facts. The paper then suggests that video games simulating reality can be used as a method to learn and comprehend probabilities and opportunities occurred in player’s daily life. As a part of qualitative research, this paper applies a qualitative methodological approach in video games called as interface study to discuss the game interfaces which leads to another node. Life is strange itself is mentioned as an interactive drama game which allows players to experience stories. Those experiences are perceived as real-time reactions achieved through a character who is rekindling the relationship with her best friend. Through the research, this paper shows video games can be used as a method to help teenagers or young adults in learning life and its consequences.
- © 2020, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Nenden Rikma Dewi S PY - 2020 DA - 2020/01/10 TI - Life Reiteration in “Life Is Strange” Video Game BT - Proceedings of the International Conference on Business, Economic, Social Science, and Humanities – Humanities and Social Sciences Track (ICOBEST-HSS 2019) PB - Atlantis Press SP - 148 EP - 150 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.200108.032 DO - 10.2991/assehr.k.200108.032 ID - DewiS2020 ER -