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Mellan magi och myt i The Witcher 3: Wild Hunt: En analys av spelvärldens materialitet
University of Gävle, Faculty of Education and Business Studies, Department of Humanities.
2024 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

Denna uppsats undersöker hur den materiella spelvärlden i The Witcher 3: Wild Hunt konstrueras och presenteras, med fokus på medialiserade figurationer, rumslighet och transmediala berättelseelement. Med utgångspunkt i posthumanistisk teori och materiell semiotik kartlägger studien hur den virtuella miljön i spelet också fungerar som en aktiv deltagare i spelupplevelsen, snarare än en passiv bakgrund till huvudberättelsen. Genom att tillämpa Espen Aarseths variabla modell analyserar studien hur spelets design och interaktiva objekt fungerar som semiotiska agenter. Resultaten visar att spelvärldens rumsliga element, såsom väder, topologi och arkitektur, spelar en avgörande roll i att forma spelvärldens rumsliga upplevelse och narrativ. Vidare visar analysen att interaktiva objekt och sidokaraktärer, trots olika begränsningar avinteraktionsmöjligheter, erbjuder visuella och audiella ledtrådar som bidrar till spelvärldens tillblivande. Studien visar att spelvärlden i The Witcher 3: Wild Hunt är ömsesidigt konstituerad med spelarens handlingar, där varje interaktion formar och omformas av den dynamiska och performativa spelvärlden.

Abstract [en]

This thesis explores how the material game world in The Witcher 3: Wild Hunt is constructed and presented, focusing on mediatized figurations, spatiality, and transmedia narrative elements. Grounded in posthumanist theory and material semiotics, the study maps how the virtual environment also functions as an active participant in the gameplay experience, rather than just a passive backdrop to the game story. Utilizing Espen Aarseth’s variable model the analysis investigates how the game’s design and interactive objects act as semiotic agents. The findings reveal that the spatial elements of the game world, such as weather, topology, and architecture, play a crucial role in shaping the spatial experience and narrative of the game world. Furthermore, the analysis shows that interactive objects and side characters, despite varying levels of interaction possibilities, provide visual and auditory cues that contribute to the coming into being of the game world. The study demonstrates that the game world in The Witcher 3: Wild Hunt is mutually constituted with the player’s actions, where each interaction shapes and is shaped by the dynamic and performative game environment. 

Place, publisher, year, edition, pages
2024. , p. 56
Keywords [en]
virtual worlds, transmediality, posthumanism, game studies, narrative architecture, medialization
Keywords [sv]
virtuella världar, transmedialitet, posthumanism, spelstudier, narrativ arkitetur, medialisering
National Category
Media and Communications
Identifiers
URN: urn:nbn:se:hig:diva-44987OAI: oai:DiVA.org:hig-44987DiVA, id: diva2:1877830
Subject / course
Media and communication studies
Educational program
Study Programme in Media and communication
Supervisors
Examiners
Available from: 2024-07-02 Created: 2024-06-26 Last updated: 2025-02-07Bibliographically approved

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CiteExportLink to record
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Citation style
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