Using Ludo-Narrative Dissonance in Grand Theft Auto IV as Pedagogical Tool for Ethical Analysis

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    Abstract

    This paper presents and discusses the findings and results of a series of tests carried out by the author in the Danish educational system among pupils and teachers using the game Grand Theft Auto IV (GTA IV) as a case study for investigating the problematic but also fruitful relation between gameplay and fiction, known as ludo-narrative dissonance. In analyzing this dissonance, the paper further discusses the transcendental nature of play (Gadamer), the fact that play seems to play itself, and the delicate way in which the game insists on a meta-ethical theme while at the same time setting up utterly violent game rules and mechanics. As it turns out, this skirmish of fiction versus gameplay is exactly the gravitational point zero of ‘ethics’ in the stigmatized game of GTA IV and thus a locus for joyful learning.
    OriginalsprogEngelsk
    TitelGames and Learning Alliance : 8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings
    RedaktørerAntonios Liapis, Georgios N. Yannakakis, Manuel Gentile, Manuel Ninaus
    ForlagSpringer
    Publikationsdato1. nov. 2019
    Sider3-12
    ISBN (Trykt)978-3-030-34349-1
    ISBN (Elektronisk)978-3-030-34350-7
    DOI
    StatusUdgivet - 1. nov. 2019
    BegivenhedGala Conf. 2019 - Games and Learning Alliance Conference - Athens, Athens, Grækenland
    Varighed: 27. nov. 201929. nov. 2019

    Konference

    KonferenceGala Conf. 2019 - Games and Learning Alliance Conference
    LokationAthens
    Land/OmrådeGrækenland
    ByAthens
    Periode27/11/201929/11/2019
    NavnLecture Notes in Computer Science
    Vol/bind11899
    ISSN0302-9743

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