Chronotypology: a comparative approach to videogame narrative

Research output: Contribution to conferencePaper

Abstract

This paper outlines the concept of ‘chronotypology’ as a method for rigorously defining narrative in performative media such as videogames. The approach extends Agamben’s revisiting of Lévi-Strauss’ analysis of the experience of the sacred as a ‘synchronic’ experience: drawing temporal frames together (ie. An ritual in which an initiate is vested with the spirit of an ancestor). In his critique, Agamben develops the converse temporal schema: diachrony.

The paradigmatic example is play.

Play is liable to preserve a set of formal rules (‘a topsy-turvy image of the sacred’). However, because it does not present a story or myth that connects with a meaningful history or tradition, it inscribes difference within repetition, resulting in a strong diachronic experience.For Agamben this is the import of ‘Playland’ in Collodi’s Pinocchio, where there is only the bedlam of an eternal holiday: play involves the ‘paralysis and destruction of the calendar’ (68). Where the sacred turns events into structure, play turns structures into events.

It just so happens that computers make these transactions very labile.

Chronotypology draws on the concepts of diachrony and synchrony to provide a comparative method for analysing the complex temporalities of performative texts, with a focus on digital games. Diachrony arises when game performances are distinguished, becoming more distal. Synchrony arises when they concentre, becoming proximal. In this light, narrative in games can be defined efficiently as a structure which synchronizes all performances of a given game. Engaging with both nonlinear literary texts (Perec, Oulipo) and videogames (Life is Strange), this paper will demonstrate the use of chronotypology in facilitating the application of literary theories and methodologies to performative texts such as videogames.

Conference

ConferenceLiterature and video games: beyond stereotypes
CountryUnited Kingdom
CitySt Andrews
Period20/06/1821/06/18

Fingerprint

Diachrony
Video Games
Giorgio Agamben
Synchrony
Event Structures
Pinocchio
Proximal
Eternal
Oulipo
Distal
Calendar
Literary Text
Temporality
History
Destruction
Ancestors
Import
Methodology
Literary Theory
Paradigmatics

Cite this

Jayemanne, D. (2018). Chronotypology: a comparative approach to videogame narrative. Paper presented at Literature and video games: beyond stereotypes
, St Andrews, United Kingdom.
Jayemanne, Darshana. / Chronotypology : a comparative approach to videogame narrative. Paper presented at Literature and video games: beyond stereotypes
, St Andrews, United Kingdom.
@conference{ee51cb181a5144828db5468674cdac83,
title = "Chronotypology: a comparative approach to videogame narrative",
abstract = "This paper outlines the concept of ‘chronotypology’ as a method for rigorously defining narrative in performative media such as videogames. The approach extends Agamben’s revisiting of L{\'e}vi-Strauss’ analysis of the experience of the sacred as a ‘synchronic’ experience: drawing temporal frames together (ie. An ritual in which an initiate is vested with the spirit of an ancestor). In his critique, Agamben develops the converse temporal schema: diachrony.The paradigmatic example is play.Play is liable to preserve a set of formal rules (‘a topsy-turvy image of the sacred’). However, because it does not present a story or myth that connects with a meaningful history or tradition, it inscribes difference within repetition, resulting in a strong diachronic experience.For Agamben this is the import of ‘Playland’ in Collodi’s Pinocchio, where there is only the bedlam of an eternal holiday: play involves the ‘paralysis and destruction of the calendar’ (68). Where the sacred turns events into structure, play turns structures into events.It just so happens that computers make these transactions very labile.Chronotypology draws on the concepts of diachrony and synchrony to provide a comparative method for analysing the complex temporalities of performative texts, with a focus on digital games. Diachrony arises when game performances are distinguished, becoming more distal. Synchrony arises when they concentre, becoming proximal. In this light, narrative in games can be defined efficiently as a structure which synchronizes all performances of a given game. Engaging with both nonlinear literary texts (Perec, Oulipo) and videogames (Life is Strange), this paper will demonstrate the use of chronotypology in facilitating the application of literary theories and methodologies to performative texts such as videogames.",
author = "Darshana Jayemanne",
year = "2018",
month = "6",
day = "21",
language = "English",
note = "Literature and video games: beyond stereotypes<br/> ; Conference date: 20-06-2018 Through 21-06-2018",

}

Jayemanne, D 2018, 'Chronotypology: a comparative approach to videogame narrative' Paper presented at Literature and video games: beyond stereotypes
, St Andrews, United Kingdom, 20/06/18 - 21/06/18, .

Chronotypology : a comparative approach to videogame narrative. / Jayemanne, Darshana.

2018. Paper presented at Literature and video games: beyond stereotypes
, St Andrews, United Kingdom.

Research output: Contribution to conferencePaper

TY - CONF

T1 - Chronotypology

T2 - a comparative approach to videogame narrative

AU - Jayemanne, Darshana

PY - 2018/6/21

Y1 - 2018/6/21

N2 - This paper outlines the concept of ‘chronotypology’ as a method for rigorously defining narrative in performative media such as videogames. The approach extends Agamben’s revisiting of Lévi-Strauss’ analysis of the experience of the sacred as a ‘synchronic’ experience: drawing temporal frames together (ie. An ritual in which an initiate is vested with the spirit of an ancestor). In his critique, Agamben develops the converse temporal schema: diachrony.The paradigmatic example is play.Play is liable to preserve a set of formal rules (‘a topsy-turvy image of the sacred’). However, because it does not present a story or myth that connects with a meaningful history or tradition, it inscribes difference within repetition, resulting in a strong diachronic experience.For Agamben this is the import of ‘Playland’ in Collodi’s Pinocchio, where there is only the bedlam of an eternal holiday: play involves the ‘paralysis and destruction of the calendar’ (68). Where the sacred turns events into structure, play turns structures into events.It just so happens that computers make these transactions very labile.Chronotypology draws on the concepts of diachrony and synchrony to provide a comparative method for analysing the complex temporalities of performative texts, with a focus on digital games. Diachrony arises when game performances are distinguished, becoming more distal. Synchrony arises when they concentre, becoming proximal. In this light, narrative in games can be defined efficiently as a structure which synchronizes all performances of a given game. Engaging with both nonlinear literary texts (Perec, Oulipo) and videogames (Life is Strange), this paper will demonstrate the use of chronotypology in facilitating the application of literary theories and methodologies to performative texts such as videogames.

AB - This paper outlines the concept of ‘chronotypology’ as a method for rigorously defining narrative in performative media such as videogames. The approach extends Agamben’s revisiting of Lévi-Strauss’ analysis of the experience of the sacred as a ‘synchronic’ experience: drawing temporal frames together (ie. An ritual in which an initiate is vested with the spirit of an ancestor). In his critique, Agamben develops the converse temporal schema: diachrony.The paradigmatic example is play.Play is liable to preserve a set of formal rules (‘a topsy-turvy image of the sacred’). However, because it does not present a story or myth that connects with a meaningful history or tradition, it inscribes difference within repetition, resulting in a strong diachronic experience.For Agamben this is the import of ‘Playland’ in Collodi’s Pinocchio, where there is only the bedlam of an eternal holiday: play involves the ‘paralysis and destruction of the calendar’ (68). Where the sacred turns events into structure, play turns structures into events.It just so happens that computers make these transactions very labile.Chronotypology draws on the concepts of diachrony and synchrony to provide a comparative method for analysing the complex temporalities of performative texts, with a focus on digital games. Diachrony arises when game performances are distinguished, becoming more distal. Synchrony arises when they concentre, becoming proximal. In this light, narrative in games can be defined efficiently as a structure which synchronizes all performances of a given game. Engaging with both nonlinear literary texts (Perec, Oulipo) and videogames (Life is Strange), this paper will demonstrate the use of chronotypology in facilitating the application of literary theories and methodologies to performative texts such as videogames.

M3 - Paper

ER -

Jayemanne D. Chronotypology: a comparative approach to videogame narrative. 2018. Paper presented at Literature and video games: beyond stereotypes
, St Andrews, United Kingdom.