Syntactic resources and metafiction in digital games
DOI:
https://doi.org/10.19132/1807-8583.57.145732Keywords:
digital media, metalanguage, shared agency, digital games, metafictionAbstract
This article presents and discusses the evident or veiled syntactic resources that establish interactions between the structures of computer media and the audiovisual narrative that make up digital games, these resources being elements and aspects of hardware, software and interface that structure digital games. Thus, the interference of the mechanisms of digital media in the fictional, interactive and audiovisual dynamics of games is indicated as a ludo-narrative possibility. These types of games are defined as metafictional games; that is, games that, instead of aiming for a high level of player immersion in its fiction, draws the player's attention to the artificial nature of their universes, revealing their ludo-narrative structure at least in part during the course of gameplay. As examples, the original versions of the games Undertale and Doki Doki Literature Club! are examined, selected due to the presence of multiple of these previously mentioned syntactic resources. The content of this article is based on the results of a qualitative and descriptive research that was developed in the following stages: exploratory, theoretical-bibliographical, documentary and descriptive-interpretative. The main theoretical argument extends the concept of syntax, which is usually associated with Linguistics studies, but also applies to audiovisual processes and products in the form of digital games. The more specific result indicates the main syntactic and metafictional resources that interfere in a ludic and creative way in the narrative-interactive paths of the games mentioned above, opening the possibility of future studies in examining other digital games that use similar syntactic resources.
Downloads
References
CAIRNS, Paul; COX, Anna; NORDIN, A. Imran. Immersion in digital games: review of gaming experience research. In: ANGELIDES, Marios; AGIUS, Harry (ed.): Handbook of digital games. New York City: Wiley-IEEE Press, 2014.
DOKI Doki Literature Club! Versão 1.1.1. Boise: Team Salvato, 2017. 1 jogo eletrônico.
GOSCIOLA, Vicente. Roteiro para as novas mídias: do cinema às mídias interativas. São Paulo: Senac, 2010.
NEUMANN, Birgit; NÜNNING, Ansgar. Metanarration and metafiction. In: HÜHN, Peter et al. (ed.): The living handbook of narratology. 2. ed. Hamburg: Hamburg University, 2014.
MANOVICH, Lev. The language of new media. Cambridge: MIT Press, 2001.
MCLUHAN, Marshall. Understanding media. New York City: McGraw-Hill, 1964.
MYERS, David. In search of a minimalist game. In: BREAKING NEW GROUND: INNOVATION IN GAMES, PLAY, PRACTICE AND THEORY, 5., 2009. Proceedings […]. [S. l.]: DiGRA Digital Library, 2009.
PERASSI, Richard. Do ponto ao pixel: sintaxe gráfica no videodigital. Florianópolis: CCE/UFSC, 2015.
UNDERTALE. Versão 1.0. [S. l.]: Toby Fox, 2015. 1 jogo eletrônico.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Eduarda Dippe Ramos Rondon, Richard Perassi, Gabriela Zanella Leal

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
The copyright of works published in this journal belong to the authors, and the right of first publication is conceded to the journal. Due to the journal being of open access, the articles are of free use in research, educational and non-commercial activities.
Therefore, the journal uses the License Creative Commons Attribution (CC BY-NC 4.0), which allows sharing of work with acknowledgment of authorship.
Self-archiving (repository policy): authors are allowed to deposit all versions of their work in institutional or thematic repositories without embargo. It is requested, whenever possible, that the full bibliographic reference of the version published in Intexto (including the DOI link) be added to the archived text.
Intexto does not charge any article processing fees (article processing charge).






