Towards a Conciliation of Ludology and Narratology in Computer Game Studies: An Analysis of Valheim

This article presents, firstly, an overview of the recent field of Computer Game Studies, drawing on works of major importance so as to explore the two most prominent theoretical approaches which were adopted in video game research after the publication of Espen Aarseth’s pioneer study Cybertext: perspectives on ergodic literature (1997): ludology and narratology. An acute debate ensued between opposing scholars supporting each perspective and, taking this into consideration, this article aims to focus on the contributions of these scholars in order to suggest that a conciliatory framework not only offers a comprehensive solution to analyse video games but is, in fact, necessary to understand, and thus properly study, this hybrid and deeply multifaceted digital medium. Secondly, by exploring Valheim, a survival video game released in 2021, this study intends to demonstrate how different aspects focused typically by either narratology or ludology are, in fact, inherently connected, influencing each other and having an impact on how players react to the game’s narrative, interface and mechanics.

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Publication Details

Journal
Diacrítica
Published
2025-05-31
DOI
https://doi.org/10.21814/diacritica.5700
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00

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article

Towards a Conciliation of Ludology and Narratology in Computer Game Studies: An Analysis of Valheim

Jéssica Iolanda Costa Bispo
Diacrítica
Digital Games and Media
article

Towards a Conciliation of Ludology and Narratology in Computer Game Studies: An Analysis of Valheim

Jéssica Iolanda Costa Bispo
article en

Abstract

This article presents, firstly, an overview of the recent field of Computer Game Studies, drawing on works of major importance so as to explore the two most prominent theoretical approaches which were adopted in video game research after the publication of Espen Aarseth’s pioneer study Cybertext: perspectives on ergodic literature (1997): ludology and narratology. An acute debate ensued between opposing scholars supporting each perspective and, taking this into consideration, this article aims to focus on the contributions of these scholars in order to suggest that a conciliatory framework not only offers a comprehensive solution to analyse video games but is, in fact, necessary to understand, and thus properly study, this hybrid and deeply multifaceted digital medium. Secondly, by exploring Valheim, a survival video game released in 2021, this study intends to demonstrate how different aspects focused typically by either narratology or ludology are, in fact, inherently connected, influencing each other and having an impact on how players react to the game’s narrative, interface and mechanics.

DiacríticaVol. 39(1)
Universidade Nova de Lisboa (PT)
Fundação para a Ciência e a Tecnologia
Openalex Percentile: Top 80%
Digital Games and Media
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Towards a Conciliation of Ludology and Narratology in Computer Game Studies: An Analysis of Valheim — Jéssica Iolanda Costa Bispo · Diacrítica (2025) | TGRS Research Map | TGRS