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/

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

Included in

Fine Arts Commons

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