Modern video games reimagine traditional fictional settings as ludofictional worlds, which are full of characters and emotions and highly responsive to player input. In this free programming book, we offer a model that is geared at the analysis of video games as integrated systems and is motivated by the Semantics of Fiction and Possible Worlds.
One of the most significant global cultural and recreational sectors is the video game industry. Modern video games are far more than just toys for kids; in their potential to conjure intricate and vivid fictional worlds, they are comparable to literature and film. In this way, video games have developed into cultural artifacts that can conjure up expansive, rich fictional worlds through ludic experiences. In this sense, interactive tales should be read less into modern video games and more into playable environments.
As a result, the fictional settings found in conventional media are changed into ludofictional worlds, which are populated with a variety of characters and emotions that are greatly influenced by player interaction. The Semantics of Fiction and Possible Worlds served as inspiration for our proposed theoretical-practical model, the Theory of Ludofictional Worlds, which is geared toward the understanding of video games as integrated systems.