Exploring narrative interactivity in the digital gaming experience: the case of Stardew Valley

Purpose This paper aims to develop a conceptual approach to examining digital narrative games by combining concepts from digital narratology and transactional theory. A key bridging concept is interactivity which, in both perspectives, draws attention to moment-to-moment meaning making between the reader (or gamer) and the text (the designed story world of the game). Design/methodology/approach This conceptual approach is applied to exploring an example of extended play in a specific digital narrative game, Stardew Valley. The author, also the gamer, examines evidence from detailed documentation of game play including the design of spaces, evocative objects and interactive characterisation. Multiple avatars (player characters) were created and played to explore the narrative outcomes of different choices made in game play. Findings Stardew Valley’s design weaves elements including the overall narrative frame, spaces, objects, player challenges and character interactions to create multiple affordances for storying. Consistent with a transactional theory perspective, the gamer is involved in the dynamic creation of meaning through interacting with these elements in the moment-to-moment process of play. A key feature is the presence of characters who have been provided with back stories and transformative narrative arcs, which become available based on decisions made by the gamer. The opportunity to take divergent narrative paths can sensitise the player to the implied ethical framework of the game world. Originality/value The conceptual originality of this paper lies in combining digital narratology with transactional theory and exploring this approach through an illustrative case study.

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Publication Details

Journal
English Teaching Practice & Critique
Published
2026-05-29
DOI
https://doi.org/10.1108/etpc-09-2025-0218
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Exploring narrative interactivity in the digital gaming experience: the case of Stardew Valley

Sue Nichols
English Teaching Practice & Critique
Digital Games and Media
article

Exploring narrative interactivity in the digital gaming experience: the case of Stardew Valley

Sue Nichols
article en

Abstract

Purpose This paper aims to develop a conceptual approach to examining digital narrative games by combining concepts from digital narratology and transactional theory. A key bridging concept is interactivity which, in both perspectives, draws attention to moment-to-moment meaning making between the reader (or gamer) and the text (the designed story world of the game). Design/methodology/approach This conceptual approach is applied to exploring an example of extended play in a specific digital narrative game, Stardew Valley. The author, also the gamer, examines evidence from detailed documentation of game play including the design of spaces, evocative objects and interactive characterisation. Multiple avatars (player characters) were created and played to explore the narrative outcomes of different choices made in game play. Findings Stardew Valley’s design weaves elements including the overall narrative frame, spaces, objects, player challenges and character interactions to create multiple affordances for storying. Consistent with a transactional theory perspective, the gamer is involved in the dynamic creation of meaning through interacting with these elements in the moment-to-moment process of play. A key feature is the presence of characters who have been provided with back stories and transformative narrative arcs, which become available based on decisions made by the gamer. The opportunity to take divergent narrative paths can sensitise the player to the implied ethical framework of the game world. Originality/value The conceptual originality of this paper lies in combining digital narratology with transactional theory and exploring this approach through an illustrative case study.

English Teaching Practice & Critique
The University of Adelaide (AU)
Openalex Percentile: Top 3%
Digital Games and Media
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