AS IF BY MAGIC: ON HARRY POTTER AS A NOVEL AND COMPUTER GAME
Volume: 2 ISBN / ISNN: ISSN 2342-9666
This paper examines the computer game Harry Potter and the Philosopher’s Stone in relation to the novel with the same title. The analysis focuses on the temporal aspects of the works, and differences and similarities regarding both media structure and artistic devices are described. The notion of content space is central and a distinction is made between information content space, action content space, and task content space, which form various kinds of works and structures. Moreover, instead of the traditional pair story and discourse, the four concepts of performed discourse, performed story, omnidiscourse, and omnistory are used to reveal temporal effects and characteristics of the game. Finally, it is concluded that the two works, although different in many ways, play with the same user effects, suspense, curiosity, and surprise, to capture and keep the user’s interest.
Computer game, ergodic literature, Harry Potter, hypertext theory, ludology, media theory,Narratology, Rowling