What is a Visual Novel?

ACM SIGCHI
16 Oct 202105:28

Summary

TLDRThe video discusses the growing popularity of visual novels, a genre of narrative-focused games originating in Japan. With the rise of free engines like Ren'Py, visual novels have become accessible to both novice developers and a wide range of players. These games are also used in education and health for topics like language learning and underrepresented narratives. Despite the genre's popularity, there is no unified academic definition. Through a literature review and analysis, the video proposes a new definition based on 10 core features, aiming to guide future design and research.

Takeaways

  • 📚 The visual novel is a widely popular narrative-focused game genre, originating from Japan, and has seen a global surge in popularity.
  • 🎮 Free game engines like Ren'Py have made visual novels more accessible to independent designers and novice developers.
  • 🌍 Visual novels are accessible to a wide range of players and skill levels, making them suitable for high-impact domains like education and health.
  • 📖 Visual novels have been used to teach various topics, including language learning (e.g., Kanji Combat), chemistry, and cooking.
  • 🏳️‍🌈 The genre has also been used to explore underrepresented narratives, including queer stories, as seen in Dream Daddy.
  • 📑 Despite the genre's popularity, there is no unified academic definition of what constitutes a visual novel, with definitions ranging from interactive textbooks to multi-ending adventure games.
  • 🎨 A systematic review of visual novels and their academic definitions revealed 22 design features, with 10 core features appearing in 95% or more of the analyzed games.
  • 🎵 Some key features, such as background music, on-click progression, and menu choices, were often present in games but not consistently reflected in academic definitions.
  • 📝 The study's unified definition of visual novels includes a focus on art, aesthetics, and interaction, while acknowledging that story quality and narrative structure are important but not required.
  • 🔑 The research presented a new unified definition for visual novels based on analysis of 30 academic definitions and 54 visual novels, emphasizing their versatility and potential for use in educational and research domains.

Q & A

  • What is a visual novel?

    -A visual novel is a genre of narrative-focused games, originally from Japan, that has gained global popularity. It typically blends text-based storytelling with visual elements and player interaction.

  • Why has the popularity of visual novels increased in recent years?

    -The rise in popularity is partly due to the availability of free visual novel game engines like Ren'Py, making it easier for novice and independent designers to create visual novels.

  • What makes visual novels accessible to a wide variety of players and developers?

    -Their simple mechanics and the availability of free development tools like Ren'Py make visual novels accessible to players with different skill levels and to developers with varying levels of experience.

  • In which high-impact domains have visual novels been used, and why?

    -Visual novels have been used in domains like education and health because their accessibility makes them effective tools for teaching and engaging with topics like language acquisition, chemistry, and even mental health.

  • Can visual novels address social issues? Give an example.

    -Yes, visual novels can explore narratives related to underrepresented communities. For example, 'Dream Daddy' is a visual novel that explores queer narratives.

  • Is there a unified academic definition of visual novels?

    -No, there is no unified definition of visual novels in the academic literature. Definitions vary, ranging from describing them as interactive textbooks to adventure games with multiple story endings.

  • How did the researchers in the script approach defining visual novels?

    -They conducted a systematic literature review and analyzed existing visual novels. Through this, they identified a set of key features and used them to construct a unified definition.

  • What are the key categories identified in academic definitions of visual novels?

    -The definitions converged on four categories: art and aesthetics, interaction, narrative structure, and story quality. These were used to help identify the core features of visual novels.

  • What are some core features of visual novels identified in the analysis?

    -Core features include background music, click progression, and action/dialog menu choices, among others. These were present in 95% or more of the visual novels studied.

  • What does the new unified definition of visual novels emphasize?

    -The new definition emphasizes the core features like art and aesthetics, interactivity, and accessibility, making visual novels highly suitable for both entertainment and research domains.

Outlines

00:00

📖 Introduction to Visual Novels

The paragraph introduces the concept of visual novels, a popular genre of narrative-focused games originating in Japan. These games have gained widespread popularity globally, especially due to the availability of free visual novel game engines like Ren'Py, which have made the genre accessible to both novice and independent developers. Visual novels are also known for being accessible to players of all skill levels, leading to their adoption in high-impact areas such as education and health, where they are used for teaching subjects like language acquisition, chemistry, and cooking. The genre's accessibility makes it a valuable tool for both entertainment and research.

05:01

🌍 Addressing Social and Cultural Narratives

This paragraph highlights the genre's ability to explore complex narratives, particularly those of underrepresented communities, such as queer narratives. An example of this is seen in the visual novel *Dream Daddy*. Despite the genre's growing popularity and accessibility, there is no unified definition in academic literature. Visual novels are variously defined as interactive textbooks, multi-ending adventure games, or through more intricate frameworks involving aesthetics and design. Nonetheless, the fans and players of the genre seem to intuitively agree on what constitutes a visual novel, suggesting a set of common criteria that could be formalized into a unified definition.

🧠 The Need for a Unified Definition

The lack of consensus among academic definitions of visual novels is discussed, with the observation that most definitions only capture a small subset of elements. Players, publishers, and fans seem to agree on what a visual novel is, even though academic definitions remain fragmented. This suggests that a unified definition is both possible and necessary. Such a definition would not only aid in the design and study of visual novels but also improve their use in high-impact areas like education and health, where the genre's accessibility and simplicity could be leveraged for significant benefit.

📊 Research Methodology and Key Findings

This paragraph summarizes the methodology used to define visual novels. The research involved a systematic literature review of existing definitions combined with an analysis of visual novels themselves. The outcome was the identification of 22 design features, with 10 core features being found in 95% or more of the visual novels analyzed. The core features mostly fall within the categories of art, aesthetics, and interaction. Interestingly, while narrative structure and story quality are important to visual novel design, they were not deemed essential for defining the genre.

🎨 Defining the Core Features of Visual Novels

This section delves into the analysis of existing academic definitions, revealing widespread agreement on certain features—particularly interactivity, which was mentioned in 20 definitions. However, there was little agreement on other features. Some elements, such as background music, click-based progression, and action/dialog menu choices, were barely mentioned in academic definitions, despite being present in over 95% of the visual novels in the study. This led to the creation of a new definition that incorporates all 10 core features.

📝 Presenting the New Unified Definition

The final paragraph presents a new unified definition for visual novels based on an analysis of 30 academic definitions and 54 visual novels. The genre's widespread appeal and accessibility make it an ideal medium for various applications and research domains. The unified definition is intended to support further research and development in areas like education, providing a clearer framework for the genre’s use and study.

Mindmap

Keywords

💡Visual novel

A visual novel is a narrative-focused game genre originating from Japan. It typically combines storytelling with visual elements and player interaction, often through text and images. The script discusses how visual novels have gained global popularity and are used in various fields such as education and health.

💡Accessibility

Accessibility refers to how easy it is for players and developers to engage with visual novels. Due to free game engines like Ren'Py, visual novels have become more accessible to both novice creators and a wide range of players, making them useful in educational and health-related domains.

💡Ren'Py

Ren'Py is a free visual novel game engine that allows users to create visual novels with little to no programming experience. It is highlighted in the video as one of the key factors contributing to the global spread of visual novels by making development accessible to independent designers.

💡Education and health

Education and health are two domains where visual novels have been effectively applied due to their accessibility and ability to engage users. Examples include teaching second language acquisition and other educational subjects. This demonstrates the potential of visual novels for high-impact areas beyond entertainment.

💡Narrative

The narrative is central to the visual novel genre, as these games often focus on storytelling. The video mentions that while story quality and structure are important, they are not necessary for defining the genre itself. Visual novels may also explore unique narratives, such as those concerning underrepresented communities.

💡Underrepresented communities

Underrepresented communities, such as the LGBTQ+ community, are mentioned in the script as groups whose stories are increasingly represented in visual novels. An example given is 'Dream Daddy,' a visual novel exploring queer narratives, showing how the genre can provide a platform for diverse storytelling.

💡Systematic literature review

A systematic literature review is a method used to identify and analyze existing research and definitions of visual novels. In the script, this method is used to establish core features of visual novels by reviewing academic definitions and analyzing existing visual novels.

💡Core features

Core features are the essential elements that define a visual novel, according to the research in the video. These include aspects like art, aesthetics, and interactivity, which were found in 95% or more of the visual novels analyzed. Identifying these features helps establish a unified definition for the genre.

💡Interactivity

Interactivity is one of the most widely agreed-upon core features of visual novels. It refers to how players engage with the story through choices, dialogue menus, and on-click progression. The script emphasizes that interactivity is a key aspect that distinguishes visual novels from other forms of media.

💡Unified definition

A unified definition of visual novels is the goal of the analysis discussed in the script. By identifying core features and conducting a systematic literature review, the researchers aim to create a comprehensive definition that can guide both the design and academic study of visual novels. This definition could enhance their use in research, education, and other fields.

Highlights

Visual novels are a popular and widely recognized genre of narrative-focused games, originating from Japan.

The rise of free visual novel game engines like Ren'Py has made this genre more accessible to novice and independent designers.

Visual novels are accessible to players of various skill levels, contributing to their use in high-impact areas such as education and health.

Visual novels have been used for educational purposes, teaching topics like second language acquisition, chemistry, and cooking.

The genre also explores narratives of underrepresented communities, such as queer narratives in games like Dream Daddy.

There is no unified academic definition of visual novels, with definitions ranging from interactive textbooks to multi-ending adventure games.

Academic definitions of visual novels include small numbers of elements, leading to a lack of consensus on what truly defines the genre.

Despite the lack of academic consensus, players and fans seem to easily identify and agree on what constitutes a visual novel.

A unified definition of visual novels could help improve the study, design, and application of these games in high-impact areas like education and health.

A systematic literature review was conducted to analyze existing definitions and visual novels, leading to the identification of 22 design features.

10 core features of visual novels were identified, which were present in 95% or more of the analyzed visual novels.

The core features primarily focus on the art, aesthetics, and interaction aspects of visual novels.

Story quality and narrative structure, though important in design, are not necessary to define the visual novel genre.

Interactivity was the most agreed-upon feature, appearing in 20 different definitions.

The research culminated in a new definition for visual novels, which incorporated all 10 core features from the analysis.

Transcripts

play00:06

and i'm presenting what is a visual

play00:08

novel

play00:10

the visual novel is a widely recognized

play00:12

and highly popular genre of narrative

play00:14

focused games originating in japan its

play00:17

popularity has been suddenly increasing

play00:19

in all across the world in recent years

play00:21

this has been bolstered by increase of

play00:23

free visual novel game engines like

play00:25

renpi making visual novels accessible to

play00:28

a wider range of novice and independent

play00:30

designers

play00:31

visual novels are also accessible to a

play00:33

wide variety of players and skill levels

play00:35

and this has led to their use in high

play00:37

impact domains like education and health

play00:40

they've been used to teach topics like

play00:42

second language acquisition as seen here

play00:44

in kanji combat

play00:46

chemistry and cooking to name a few

play00:47

examples

play00:48

[Music]

play00:50

accessibility for both players and

play00:51

developers makes the visual novel highly

play00:53

suitable as a choice of genre for high

play00:56

impact domains like education as well as

play00:58

for research

play01:00

it's worth noting that visual novels

play01:01

have also been known for exploring

play01:03

narratives and issues faced by

play01:04

underrepresented communities and

play01:06

populations such as queer narratives as

play01:09

an example which can be seen in dream

play01:11

daddy

play01:12

[Music]

play01:14

despite this popularity and

play01:16

accessibility there is not a unified

play01:18

definition in the academic literature

play01:19

that helps guide design and analysis of

play01:21

visual novels

play01:23

academic definitions and descriptions

play01:25

are not an agreement with definitions

play01:27

ranging from interactive textbooks to

play01:30

adventure games with multi-ending

play01:31

stories

play01:33

ranging to the even more complex

play01:34

multi-factor definitions

play01:36

that account for aesthetics and

play01:39

design some of which overlap some not

play01:43

most definitions only contain a small

play01:45

number of elements leaving out concepts

play01:47

being central and other definitions

play01:51

despite the lack of consensus the

play01:53

players of the genre publishers and fans

play01:55

seems to both easily identify and agree

play01:58

on what a visual novel is

play02:00

so there must be a set of criteria which

play02:02

is used to identify them which means

play02:04

that a unified definition and formalized

play02:07

understanding of visual novels is

play02:09

achievable

play02:11

a unified definition would allow for a

play02:13

more comprehensive view and approach to

play02:15

the study and design of visual novels as

play02:17

well as improving the use of visual

play02:19

novels for various high impact areas

play02:21

such as education and health

play02:23

where their accessibility and ease of

play02:25

use has the potential to be leveraged

play02:27

with great effect

play02:30

we go into detail regarding the

play02:31

methodology in the paper and we

play02:33

encourage you to refer to that for more

play02:35

information

play02:36

but to summarize we use a systematic

play02:38

literature review to identify existing

play02:41

definitions

play02:42

analysis of those in combination with an

play02:44

analysis of existing visual novels

play02:46

resulted in a set of features from which

play02:48

we identified key features based on

play02:50

further analysis of the visual novels in

play02:51

the data set

play02:53

finally the definition was constructed

play02:55

based on the key features we identified

play03:00

the academic definitions converged on

play03:02

four categories of features where each

play03:03

definition could contain one or more

play03:05

feature from each category

play03:07

for this analysis and further detail on

play03:09

our findings please refer to the paper

play03:13

in total our analysis found 22 design

play03:16

features of visual novels

play03:18

core features were identified based on

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whether they were present in 95 percent

play03:22

or more of the visual novels in our

play03:24

corpus resulting in a set of 10 core

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features

play03:29

relating the features back to the

play03:31

definitions the core features are mainly

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focused within the art and aesthetics

play03:34

and interaction categories

play03:37

we want to note that story quality and

play03:39

narrative structure are both important

play03:40

considerations for visual novel design

play03:42

and this is identified in the academic

play03:44

definitions however our findings

play03:46

indicate that neither is necessary to

play03:48

identify what a visual novel is as a

play03:50

genre

play03:54

when examining the definitions from the

play03:56

literature we can see that while some

play03:58

features were agreed upon there is very

play03:59

little agreement across definitions

play04:02

interactivity required had the most

play04:04

widespread agreement where 20

play04:06

definitions agreed but there is little

play04:07

agreement on other features

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on average existing academic definitions

play04:14

included 2.17 explicit mentions of the

play04:16

10 core features

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the most comprehensive definition in our

play04:20

sample included 7 of 10 core features

play04:25

we can see that many of the features

play04:27

that got little to no mention in

play04:28

academic definitions were present in

play04:30

more than 95 percent of the visual novel

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data set this includes background music

play04:35

which was present in three definitions

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on click progression which was presented

play04:39

four definitions

play04:41

and action and dialog menu choices which

play04:43

represent in none and two definitions

play04:46

respectively

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this resulted in a new definition for

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the genre pictured here where all 10

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core features

play04:56

key features were

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present

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drawing on analysis of 30 existing

play05:03

academic definitions in a set of 54

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visual novels we presented a new unified

play05:08

definition of visual novels

play05:10

visual novels are popular and accessible

play05:12

to a wide variety of players and

play05:14

developers and this makes them highly

play05:16

suitable for a variety of domains and

play05:18

research

play05:19

and we hope this work contributes to

play05:21

supporting those efforts

play05:23

thank you

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Related Tags
Visual NovelsInteractive GamesNarrative DesignGame DevelopmentEducation ToolsHealth ApplicationsQueer NarrativesGame AccessibilityGame ResearchGlobal Popularity