<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>0807-8967</journal-id>
<journal-title><![CDATA[Revista Diacrítica]]></journal-title>
<abbrev-journal-title><![CDATA[Diacrítica]]></abbrev-journal-title>
<issn>0807-8967</issn>
<publisher>
<publisher-name><![CDATA[Centro de Estudos Humanísticos da Universidade do Minho]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S0807-89672025000100191</article-id>
<article-id pub-id-type="doi">10.21814/diacritica.5700</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[Towards a conciliation of ludology and narratology in computer game studies. An analysis of Valheim]]></article-title>
<article-title xml:lang="pt"><![CDATA[Para uma conciliação da ludologia e da narratologia nos estudos sobre videojogos. Uma análise de Valheim]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Costa Bispo]]></surname>
<given-names><![CDATA[Jéssica Iolanda]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidade NOVA de Lisboa Faculdade de Ciências Sociais e Humanas Centre for English, Translation and Anglo-Portuguese Studies (CETAPS)]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Portugal</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>04</month>
<year>2025</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>04</month>
<year>2025</year>
</pub-date>
<volume>39</volume>
<numero>1</numero>
<fpage>191</fpage>
<lpage>208</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.pt/scielo.php?script=sci_arttext&amp;pid=S0807-89672025000100191&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.pt/scielo.php?script=sci_abstract&amp;pid=S0807-89672025000100191&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.pt/scielo.php?script=sci_pdf&amp;pid=S0807-89672025000100191&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[Resumo: This article presents, firstly, an overview of the recent field of Computer Game Studies, drawing on works of major importance so as to explore the two most prominent theoretical approaches which were adopted in video game research after the publication of Espen Aarseth&#8217;s pioneer study Cybertext: perspectives on ergodic literature (1997): ludology and narratology. An acute debate ensued between opposing scholars supporting each perspective and, taking this into consideration, this article aims to focus on the contributions of these scholars in order to suggest that a conciliatory framework not only offers a comprehensive solution to analyse video games but is, in fact, necessary to understand, and thus properly study, this hybrid and deeply multifaceted digital medium. Secondly, by exploring Valheim, a survival video game released in 2021, this study intends to demonstrate how different aspects focused typically by either narratology or ludology are, in fact, inherently connected, influencing each other and having an impact on how players react to the game&#8217;s narrative, interface and mechanics.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Abstract: O presente artigo apresenta, em primeiro lugar, uma visão geral da recente área de estudos denominada por Computer Game Studies (ou Estudos sobre Videojogos), recorrendo a obras especialmente relevantes para explorar as duas mais proeminentes abordagens teóricas adoptadas na investigação do videojogo após a publicação do estudo pioneiro de Espen Aarseth, intitulado Cybertext: perspectives on ergodic literature (1997): são estas a ludologia e a narratologia. Tendo surgido um acutilante debate entre académicos que apoiavam cada uma destas perspectivas, este artigo considera diversas contribuições inseridas neste contexto especial com o intuito de sugerir que uma abordagem conciliatória não oferece apenas uma solução abrangente para a análise do videojogo, como se revela necessária na devida compreensão e estudo adequado deste medium digital híbrido e extremamente multifacetado. Através da análise de Valheim, um videojogo publicado em 2021 e inserido no subgénero survival, será demonstrado como diferentes aspectos geralmente focados apenas pela narratologia ou pela ludologia se encontram inerentemente associados, influenciando-se mutuamente e provocando um impacto na forma como os jogadores reagem à interface e à narrativa do jogo.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[Computer game studies]]></kwd>
<kwd lng="en"><![CDATA[Video game]]></kwd>
<kwd lng="en"><![CDATA[Narratology]]></kwd>
<kwd lng="en"><![CDATA[Ludology.]]></kwd>
<kwd lng="pt"><![CDATA[Estudos sobre videojogos]]></kwd>
<kwd lng="pt"><![CDATA[Videojogo]]></kwd>
<kwd lng="pt"><![CDATA[Narratologia]]></kwd>
<kwd lng="pt"><![CDATA[Ludologia.]]></kwd>
</kwd-group>
</article-meta>
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