z-logo
open-access-imgOpen Access
Narrative Design of Sadness in Heavy Rain
Author(s) -
Nelson Zagalo
Publication year - 2017
Publication title -
journal of science and technology of the arts
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.13
H-Index - 3
eISSN - 2183-0088
pISSN - 1646-9798
DOI - 10.7559/citarj.v9i2.246
Subject(s) - sadness , narrative , virtue , character (mathematics) , computer science , aesthetics , passivity , multimedia , psychology , social psychology , art , literature , epistemology , philosophy , anger , mathematics , engineering , electrical engineering , geometry
Aware of all the problems videogames have faced trying to elicit sadness from its players, we decided to analyse the videogame Heavy Rain in virtue of its capabilities to induce sadness in the players. The game was studied under two different perspectives: the character’s non-verbal expressivity and the audiovisual artistic properties of the game. We have found that for the narrative design of sad interactive sequences, the game followed a three-stepped model made of: attachment, rupture, and passivity.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here
Accelerating Research

Address

John Eccles House
Robert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom