From hypertext to hyperdimension Neptunia: The future of VR visual novels: The potentials of new technologies for branching-path narrative games

Research output: Contribution to conferencePaper

Abstract

Visual Novels (VNs) have recently begun to attract attention in the West, thanks to various successful Kickstarter localization campaigns. However, few visual novels have experimented with VR technologies, despite the fact visual novels replicate VR via psychological manipulation. In VNs users have their feelings toyed with, as opposed to their senses. This suggests that there is something about this multi-linear, text-based genre that cannot translate into VR, despite VR's immersive potential. In line with these thoughts and discussion, this paper explores the current situation and potential future of VR visual novels.
LanguageEnglish
Publication statusPublished - 26 Apr 2018

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Neptunium

Keywords

  • Visualization , Games , Art , Fans , Two dimensional displays , Animation , Sprites (computer)

Cite this

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title = "From hypertext to hyperdimension Neptunia: The future of VR visual novels: The potentials of new technologies for branching-path narrative games",
abstract = "Visual Novels (VNs) have recently begun to attract attention in the West, thanks to various successful Kickstarter localization campaigns. However, few visual novels have experimented with VR technologies, despite the fact visual novels replicate VR via psychological manipulation. In VNs users have their feelings toyed with, as opposed to their senses. This suggests that there is something about this multi-linear, text-based genre that cannot translate into VR, despite VR's immersive potential. In line with these thoughts and discussion, this paper explores the current situation and potential future of VR visual novels.",
keywords = "Visualization , Games , Art , Fans , Two dimensional displays , Animation , Sprites (computer)",
author = "Rebecca Crawford and Yuanyuan Chen",
year = "2018",
month = "4",
day = "26",
language = "English",

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AU - Chen, Yuanyuan

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N2 - Visual Novels (VNs) have recently begun to attract attention in the West, thanks to various successful Kickstarter localization campaigns. However, few visual novels have experimented with VR technologies, despite the fact visual novels replicate VR via psychological manipulation. In VNs users have their feelings toyed with, as opposed to their senses. This suggests that there is something about this multi-linear, text-based genre that cannot translate into VR, despite VR's immersive potential. In line with these thoughts and discussion, this paper explores the current situation and potential future of VR visual novels.

AB - Visual Novels (VNs) have recently begun to attract attention in the West, thanks to various successful Kickstarter localization campaigns. However, few visual novels have experimented with VR technologies, despite the fact visual novels replicate VR via psychological manipulation. In VNs users have their feelings toyed with, as opposed to their senses. This suggests that there is something about this multi-linear, text-based genre that cannot translate into VR, despite VR's immersive potential. In line with these thoughts and discussion, this paper explores the current situation and potential future of VR visual novels.

KW - Visualization , Games , Art , Fans , Two dimensional displays , Animation , Sprites (computer)

UR - https://ieeexplore.ieee.org/document/8346298

M3 - Paper

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