Abstract
This paper examines how the video game Life Is Strange balances the aims of an entertainment game with themes that are more typically found in serious games. Drawing from scholars like Belman, Flanagan and Bogost, the paper explores the capability for entertainment games to foster empathy within players. Finally, the paper attempts to reinforce frameworks for analyzing entertainment games.
Degree
MA
College and Department
Fine Arts and Communications; Theatre and Media Arts
Rights
https://lib.byu.edu/about/copyright/
BYU ScholarsArchive Citation
Vance, Brittany Nicole, ""This Action Will Have Consequences": How the Video Game Life Is Strange Balances Entertainment with Empathy" (2019). Theses and Dissertations. 8707.
https://scholarsarchive.byu.edu/etd/8707
Date Submitted
2019-11-11
Document Type
Thesis
Handle
http://hdl.lib.byu.edu/1877/etd11451
Keywords
video games, empathy, entertainment, serious games
Language
English