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dc.contributor.advisorLotz, C.
dc.contributor.advisorCombrink, L.
dc.contributor.authorReyneke, Evan
dc.date.accessioned2021-12-02T08:02:00Z
dc.date.available2021-12-02T08:02:00Z
dc.date.issued2021
dc.identifier.urihttps://orcid.org/0000-0001-9237-3768
dc.identifier.urihttp://hdl.handle.net/10394/38084
dc.descriptionM (Graphic Design), North-West University, Potchefstroom Campusen_US
dc.description.abstractThis study is aimed at creating a digital graphic novel. To achieve this, a researchled practice methodology of pre-production, production and post-production steps was followed for the development of characters and a narrative for this type of novel. The characters and narrative were focused towards achieving narrative persuasion by means of narratological concepts such as transportation, narrative engagement and, predominantly, narrative identification. The narrative was informed by the Rashomon Effect, which was also established as a symbiotic element that could aid in achieving narrative persuasion. In addition, the characters that were developed were informed by Schwartz‟ (2012) Value Systems Theory. This is a universal value system that allows, if applied in the manner utilised in this study, for optimal narrative identification. This theory was used towards creating characters that could bring about not only narrative identification, but ultimately also narrative persuasion. Given the research-led practice approach that was followed, emergent supplemental concepts that supported the narrative entailed cinematographic principles and narrative arcs. Emergent supplemental concepts regarding characterisation included aspects such as character appeal, cuteness and Mori‟s (1970, 2012) Uncanny Valley theory. These supplemental concepts not only enhanced the development of the narrative and the characters, but also demonstrated the interconnectedness between theory and practice. This study also reflected on the practical and the theoretical processes that culminated in the creation of an artefact, which comprises of a Rashomon-based narrative that explored the medical trial of four suspected terminally ill suicidal patients, in the form of a digital graphic novel. In the narrative, the audience assumes the role of an inspector who is asked to recollect his investigation of these patients to the medical board, with the urgency to find closure and to possibly save a patient by allowing him or her to resume treatment. From the point of view of the audience, four unique accounts and perspectives of specific events are presented by the four characters. These diverse accounts relate to the ambiguous nature of the Rashomon Effect, which entails that all the accounts seem equally plausible; however, given the aim of achieving narrative persuasion in the audience, the audience may be likely to identify more with one character‟s value system (based on Schwartz‟s Value Systems Theory) and thus may be likely to find one character‟s account of events more plausible than the others. The audience experiences the characters‟ bone structures, including their physiology, sociology and psychology, which are informed by their respective value domains. Essentially, the characters were developed and designed according to these value domains, which guide their recollections, accounts and perspectives. Throughout, the aim is to achieve, through these universal value domains, narrative identification, persuasion and finally also narrative empathy. The approach of research-led practice is demonstrated by first developing salient theoretical concepts pertaining to narrative and character, after which a reflection on the way in which these concepts guided the practice is provided. Emergent supplemental theoretical concepts necessitated by the practice are examined so that the iterative relationship between theory, practice, refinement of theory and refinement of practice is demonstrated. Thus, the study aims to achieve academically sound levels of rigour and validity in both the artefact and the written component. The study contributes towards the body of theoretical and practical knowledge pertaining to narrative development as well as character development.en_US
dc.language.isoenen_US
dc.publisherNorth-West University (South Africa)en_US
dc.subjectCharacter developmenten_US
dc.subjectCharacter designen_US
dc.subjectCharacter appealen_US
dc.subjectCuteness narrative identificationen_US
dc.subjectNarrative persuasionen_US
dc.subjectNarrative engagementen_US
dc.subjectNarrative transportationen_US
dc.subjectNarrativeen_US
dc.subjectPerspective in narrationen_US
dc.subjectPractice-led researchen_US
dc.subjectRashomon Effecten_US
dc.subjectResearch-led practiceen_US
dc.subjectSchwartz‟s Value Systems Theoryen_US
dc.subjectThe Uncanny Valleyen_US
dc.titleDeveloping characters and narrative by means of narrative identification through the Value Systems Theory and the Rashomon Effecten_US
dc.typeThesisen_US
dc.description.thesistypeMastersen_US
dc.contributor.researchID12187690 - Lotz, Colette (supervisor)
dc.contributor.researchID10216561 - Combrink, Louisemarie (Supervisor)


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