Utomo, Vindo Putro Cahyo (2023) Learning Moral, Affective, And Cultural Value Through Narrative Driven Video Game (Vampire The Masquerade Bloodlines). Undergraduate (S1) thesis, IAIN Kediri.
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Abstract
Video game has become more popular as time progresses but they’re often looked down as some seen them as childish or senseless fun. Some video games are made to be casual; some are made with intense storytelling and difficult choice in their narrative and sometimes could be used as subject of literature analysis. An example is Vampire the Masquerade: Bloodlines. Which lead to these questions; first, what are the moral values which could be learnt from the related narrative? Second, how much can the players can affect the narrative based on their actions? Third, how much can we learn about the culture behind the narrative of video game (Vampire The Masquerade: Bloodlines) based on literature standpoint? This thesis was done using qualitative descriptive analysis method in which the result is presented in sentences. The data was acquired from the game’s main narrative by summarizing the whole main story, taking the moral value from each chapter and entirety of the game, measuring the affective value based on the impact of player’s actions and comparing cultural values such as setting and references to its real-life counterparts. The results shows that the game narrative provides moral values related to theories employed in the thesis such as empathy, conscience, self-control, respect, kindness, tolerance, and justice or fairness, affective value based on how the story are affected by player actions and choices, and the culture related to the game’s narrative or storyline which was based on real locations and several pop-cultures.
Item Type: | Thesis (Skripsi, Tesis, Disertasi) (Undergraduate (S1)) |
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Subjects: | 13 EDUCATION (Pendidikan) > 1303 Specialist Studies In Education > 130309 Learning Sciences 19 STUDIES IN CREATIVE ARTS AND WRITING (Studi Seni Kreatif dan Menulis) > 1902 Film, Television and Digital Media > 190202 Computer Gaming and Animation 20 LANGUAGE, COMMUNICATION AND CULTURE (Ilmu Bahasa, Komunikasi dan Budaya) > 2005 Literary Studies > 200525 Literary Theory |
Divisions: | Fakultas Tarbiyah > Jurusan Tadris Bahasa Inggris |
Depositing User: | Vindo Putro Cahyo Utomo |
Date Deposited: | 07 Aug 2023 02:47 |
Last Modified: | 07 Aug 2023 02:47 |
URI: | https://etheses.iainkediri.ac.id:80/id/eprint/9441 |
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