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Thesis Proposal Title: Literary elements in the game Prince of Persia: The Sands of Time.

Author: Christian Albert B. Marasigan, MAEd English Background of the study: At the turn of the 20th century, some French children made an incredible find in the Pyrenees Mountains, drawings of extinct animals in caves. The 35,000-year-old paintings on the walls of the Lascaux Caves are our earliest recorded evidence of storytelling, and since Lascaux we’ve found dozens of other examples. To primitive man, storytelling was magic. There was little separation between what was spoken and what happened to him, it seemed logical that if we could describe a great hunt and bring it home, in all its vividness and glory, to those who did not participate, then it should be possible to tell a story about a hunt and see it happen later (Wilson, 2002). Several centuries later, the want and need to tell stories have not changed. Although, the manner in which they are told have changed drastically. From word of mouth, to cave paintings and carvings, to leaves and bamboo scrolls, then to books, the stage, then to radio and television.

Many debates have been undertaken in reference to watching and listening versus reading. Each with its own pros and cons. One of which is the disjointedness of the story to the reader/watcher of the story (Allen, 1987) With the development of the computer and computer technology, new and more interactive methods of story telling have been developed (Glasner, 2004). A new method

that may be used to tell a story is through interactive means. Combining traditional story telling techniques such as narratives, to visual elements such as those found on stage or on television, to the interactive aspect of role playing games. In today’s day and age, we find kids and young adults picking up game console controllers instead of the tried and tested books. Kids and young adults simply waste their time on the mindless drivel of empty, violent, nonsensical, albeit gymnastically, graphically, aesthetically pleasing video games. Or are they? The digital age has in fact challenged the old world of reading (Carter 2009). Is this a bad thing? This study aims find out. This study aims to find out the literary value of a role playing computer game. The game Prince of Persia: the Sands of Time. In 2001, UBISoft began the project for the game. Somewhere

along the way, Jordan Mechner came on board as a writer and a game designer. Mechner brought in the idea of “Do it,

don’t view it” in the method of telling the story of the protagonist of the game (Mechner, 2008). The use of deliberate narratives to move the story forth and the in game aspect of the literary device the flashback makes this game a truly interesting subject of study in the search for the value of literature in video games. The elements of a good story for budding authors are based on the theme, plot, character, structure, tone and style (Shepard 1998). This study aims to look for these elements within the game: Prince of Persia: The Sands of Time. Statement of the problem: The main aim of this study is to find out whether the game Prince of Persia: The Sands of Time is a valid form of literature through the use of various literary approaches. Specifically, it sought to answer the following questions: 1. What are the elements of literature that may be found in the game? 2. What are the elements of tragedy that may be found in the game?

3. What aspects of the characters in the game promote literary elements? Scope and Delimitation: The study shall encompass the literary elements found in the role playing game Prince of Persia: The Sands of Time (PC version). The game shall serve as the input variable of the study. The study shall be bound by plot,

theme, symbol, and character analysis of the game. The analysis of the contents of the game shall serve as the process variable of the study. The analysis result which will be the literary elements found in the game shall serve as the output variable of the study. Methodology: The researcher shall make use of the descriptive method of research. Wherein the researcher shall play and transcribe the games screenplay and essentially the script. Taking and analyzing the qualitative literary value of the game. Subjecting the screenplay and script to literary analysis tools, such as theme, plot, symbol and character analysis, to show and prove literary elements present in the game.

Paradigm of the study:

Process Input Game: Prince of Persia The Sands of Time Literary analysis Theme Analysis Plot Analysis Character Analysis Output Literary Elements

Bibliography: Wilson, Jamie (2002) the History of Storytelling. Retrieved on July 7, 2009 from Allen, Robert (1987) Reader oriented criticism and television, Discourse: on Contemporary Criticism, University of North Carolina Press, 1987, pp. 74-78 Glasner, Andrew (2004) Interactive storytelling: techniques for 21st century fiction, Natick, Mass.: A.K. Peters Carter, Rita (2009) Why Reading Matters (BBC Documentary) last broadcast on Mon, 16 Feb 2009, Retrieved on July 7, 2009 from Mechner, Jordan (2008) the Sands of Time: Crafting a Video Game Story, Electronic Book Review. Retrieved on July 7, 2009 from /pop-friendly Shepard, Aaron (1998) What makes a good story? Tips for young authors. Retrieved on July 7, 2009 from