In:Dialogue across Media
Edited by Jarmila Mildorf and Bronwen Thomas
[Dialogue Studies 28] 2017
► pp. 251–270
Dialogue in video games
Published online: 19 January 2017
https://doi.org/10.1075/ds.28.13dom
https://doi.org/10.1075/ds.28.13dom
Dialogue is hardwired into the very matrix of video games, not only because they are an interactive medium, but because they are an active one: they react to input by players and can offer their own input. From the beginning, rule structures in video games were communicated through language. The more emphasis a game put on narrative, the more this turned into a dialogue with the player. Video games are usually at least implicitly cast as second-person narratives, hinting at or enacting a dialogue between the narrator/game master and the player. The player’s avatar also communicates within the game. This chapter looks systematically at the relationship between ludic and dialogic structures and at the various forms that dialogue has taken in video games.
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Cited by (8)
Cited by eight other publications
Bianchi, Francesca
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Kao, Dominic, Rabindra Ratan, Christos Mousas, Amogh Joshi & Edward F. Melcer
Zhang, Yaqi & Yao Song
Švelch, Jan & Jaroslav Švelch
Švelch, Jan & Jaroslav Švelch
This list is based on CrossRef data as of 8 december 2025. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers. Any errors therein should be reported to them.
