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.
| Original language | English |
|---|---|
| Publication status | Published (in print/issue) - 26 Apr 2018 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 9 Industry, Innovation, and Infrastructure
Keywords
- Visualization , Games , Art , Fans , Two dimensional displays , Animation , Sprites (computer)
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Dive into the research topics of 'From hypertext to hyperdimension Neptunia: The future of VR visual novels: The potentials of new technologies for branching-path narrative games'. Together they form a unique fingerprint.Student theses
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Characteristics of likability, comparing UK and Japanese comic styles, settings, and endings, within children’s visual novel design
Crawford, R. (Author), Brolly, R. (Supervisor), Chen, Y. (Supervisor) & Magee, J. (Supervisor), May 2021Student thesis: Doctoral Thesis
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