Same But Different

https://www.york.ac.uk/news-and-events/news/2018/research/no-evidence-to-link-violence-and-video-games/

In all of the mentioned formats, you want the audience to interact or connect to the game/story so that they are entertained and finish the game/story. Depending on what type of game/story you are talking about changes the amount of interaction needed. For a novel you need the audience to interact with the world in their head and imagination, they are not able to interact with the actual characters in real life. For something like a regular video game, you want the audience to interact with the world in the game setting, there is already a world in front of them they just need to process the story line by interacting with their environment.  Virtual reality takes this a step farther by letting the audience be in the world itself and not have to interact through the liaison of a character, they are able to “feel” and “walk” in to world on their own. A text-based interactive game combines the interaction with the audience’s imagination with the interaction through the character as a liaison, they are able to both imagine the scene and see how what they imagine plays out within the story. While these different engagements are all towards the same purpose they go about achieving that purpose differently depending on what they have to achieve that medium. The techniques from harvesting fiction can be transferred to other media just as the speaker was talking about the connection between the story in text-based games to that in video games. An example of this is a game called “When the Past Was Around”. This game has no dialogue but simply allows the player to progress the story by interacting with the items in the room. This is an example of this because the whole point of the game is to tell the story of a couple but it uses what the audience assumes and interacts with to tell that story without words.

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