Using Ludo-Narrative Dissonance in Grand Theft Auto IV as Pedagogical Tool for Ethical Analysis

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    Abstract

    This paper presents and discusses the findings and results of a series of tests carried out by the author in the Danish educational system among pupils and teachers using the game Grand Theft Auto IV (GTA IV) as a case study for investigating the problematic but also fruitful relation between gameplay and fiction, known as ludo-narrative dissonance. In analyzing this dissonance, the paper further discusses the transcendental nature of play (Gadamer), the fact that play seems to play itself, and the delicate way in which the game insists on a meta-ethical theme while at the same time setting up utterly violent game rules and mechanics. As it turns out, this skirmish of fiction versus gameplay is exactly the gravitational point zero of ‘ethics’ in the stigmatized game of GTA IV and thus a locus for joyful learning.
    Original languageEnglish
    Title of host publicationGames and Learning Alliance : 8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings
    EditorsAntonios Liapis, Georgios N. Yannakakis, Manuel Gentile, Manuel Ninaus
    PublisherSpringer
    Publication date1. Nov 2019
    Pages3-12
    ISBN (Print)978-3-030-34349-1
    ISBN (Electronic)978-3-030-34350-7
    DOIs
    Publication statusPublished - 1. Nov 2019
    EventGala Conf. 2019 - Games and Learning Alliance Conference - Athens, Athens, Greece
    Duration: 27. Nov 201929. Nov 2019

    Conference

    ConferenceGala Conf. 2019 - Games and Learning Alliance Conference
    LocationAthens
    Country/TerritoryGreece
    CityAthens
    Period27/11/201929/11/2019
    SeriesLecture Notes in Computer Science
    Volume11899
    ISSN0302-9743

    Keywords

    • Didactics
    • Ethics
    • Gameplay
    • Ludo-narrative dissonance
    • Theory

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