Comparison of Narrative Comprehension between Players and Spectators in a Story-Driven Game

  • Miki Nørgaard Anthony
  • Byung-Chull Bae
  • Yun-Gyung Cheong
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8832)


In this paper we compare how differently players and spectators comprehend narrative in a game, employing a story-driven indie game called Skyld. Our preliminary study results show that the players, compared to the spectators, had a tendency of being goal-oriented, being less willing to interpret and build possible worlds, and having hard time to reconstruct the story time.


narrative comprehension in games situation model 


  1. 1.
    Aarseth, E.: A narrative theory of games. In: Proceedings of the International Conference on the Foundations of Digital Games, FDG 2012, pp. 129–133. ACM, New York (2012), CrossRefGoogle Scholar
  2. 2.
    Abbott, H.P.: The Cambridge Introduction to Narrative, 2nd edn. Cambridge University Press (2008)Google Scholar
  3. 3.
    Chatman, S.B.: Story and Discourse: Narrative Structure in Fiction and Film. Cornell University Press (1978)Google Scholar
  4. 4.
    Nitsche, M.: Video Game Spaces: Image, Play, and Structure in 3D Game Worlds. The MIT Press (2008)Google Scholar
  5. 5.
    Zwaan, R.A.: Situation models: the mental leap into imagined worlds. Current Directions in Psychological Science 8, 15–18 (1999)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2014

Authors and Affiliations

  • Miki Nørgaard Anthony
    • 1
  • Byung-Chull Bae
    • 2
  • Yun-Gyung Cheong
    • 3
  1. 1.IT University of CopenhagenCopenhagenDenmark
  2. 2.Sungkyunkwan UniversitySeoulSouth Korea
  3. 3.Sungkyunkwan UniversitySuwonSouth Korea

Personalised recommendations