A Multimodal Approach to Video Games and the Player Experience

A Multimodal Approach to Video Games and the Player Experience
Title A Multimodal Approach to Video Games and the Player Experience PDF eBook
Author Weimin Toh
Publisher Routledge
Pages 241
Release 2018-10-10
Genre Language Arts & Disciplines
ISBN 135118475X

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This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.

Universal Design in Video Games

Universal Design in Video Games
Title Universal Design in Video Games PDF eBook
Author Adam Palmquist
Publisher Springer Nature
Pages 310
Release
Genre
ISBN 3031305957

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Approaches to Videogame Discourse

Approaches to Videogame Discourse
Title Approaches to Videogame Discourse PDF eBook
Author Astrid Ensslin
Publisher Bloomsbury Publishing USA
Pages 336
Release 2019-05-02
Genre Social Science
ISBN 1501338471

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The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, “Lexicology, Localisation and Variation,” chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. “Player Interactions” moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, “Beyond the 'Text',” scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.

Multimodal Approaches to Media Discourses

Multimodal Approaches to Media Discourses
Title Multimodal Approaches to Media Discourses PDF eBook
Author Tim Griebel
Publisher Routledge
Pages 201
Release 2020-08-18
Genre Language Arts & Disciplines
ISBN 1000097986

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Multimodal Approaches to Media Discourses brings together contributions from an interdisciplinary group of scholars on corpus-assisted analyses of multimodal data on austerity discourses in the United Kingdom, which extend and expand on the understanding of austerity but also of the methodologies used to analyse multimodal corpora. The volume demonstrates how the austerity measures introduced in response to global economic and financial crises in recent years can be viewed as being more complexly layered than they appear, not simply reduced to their connections to spending cuts and fiscal debt. The book employs an innovative methodological approach, in which established and emerging scholars from linguistics and computational and social sciences critically reflect on the exact same set of data – multimodal texts and articles from The Guardian and The Daily Telegraph from 2010 to 2016. This framework allows for the exploration of the role of the media in mediating the public’s assessment of austerity and the ideas, actors, emotions, geographies and broader material context which contribute to such perceptions. In so doing, the volume also offers unique insights into systematic analyses to multimodal data which may be applied to other topics and connected with other disciplines. Enhancing our awareness and assessment of austerity in public discourse and of the methodologies to study it, this book is key reading for students and researchers in discourse analysis, corpus linguistics, multimodality, and those working at the intersection of these fields.

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games
Title Immersion, Narrative, and Gender Crisis in Survival Horror Video Games PDF eBook
Author Andrei Nae
Publisher Routledge
Pages 256
Release 2021-09-09
Genre Games & Activities
ISBN 1000440656

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This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

Stylistic Approaches to Pop Culture

Stylistic Approaches to Pop Culture
Title Stylistic Approaches to Pop Culture PDF eBook
Author Christoph Schubert
Publisher Taylor & Francis
Pages 270
Release 2022-08-10
Genre Language Arts & Disciplines
ISBN 1000619214

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This collection showcases the unique potential of stylistic approaches for better understanding the multifaceted nature of pop culture discourse. As its point of departure, the book takes the notion of pop culture as a phenomenon characterized by the interaction of linguistic signs with other modes such as imagery and music to examine a diverse range of genres through the lens of stylistics. Each section is grouped around thematic lines, looking at literary fiction, telecinematic discourse, music and lyrics, as well as cartoons and video games. The 12 chapters analyze different forms of media through five central strands of stylistics, from sociolinguistic, pragmatic, cognitive, multimodal, to corpus-based approaches. In drawing on these various stylistic frameworks and applying them across genres and modes, the contributions offer readers deeper insights into the role of scripted and performed language in social representation and identity construction, thereby highlighting the affordances of stylistics research in studying pop cultural texts. This volume is of particular interest to students and researchers in stylistics, linguistics, literary studies, media studies, and cultural studies.

Empirical Multimodality Research

Empirical Multimodality Research
Title Empirical Multimodality Research PDF eBook
Author Jana Pflaeging
Publisher Walter de Gruyter GmbH & Co KG
Pages 295
Release 2021-11-08
Genre Language Arts & Disciplines
ISBN 3110725002

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This volume advances the data-based study of multimodal artefacts and performances by showcasing methods and results from the latest endeavors in empirical multimodal research, representing a vibrant international and interdisciplinary research community. The collated chapters identify and seek to inspire novel, mixed-method approaches to investigate meaning-making mechanisms in current communicative artifacts, designs, and contexts; while attending to their immersive, aesthetic, and ideological dimensions. Each contribution details innovative aspects of empirical multimodality research, offering insights into challenges evolving from quantitative approaches, particular corpus work, results from eye-tracking and psychological experiments, and analyses of dynamic interactive experiences. The approaches and results presented foreground the inherent multidisciplinary nature and implications of multimodality, renegotiating concepts across linguistics, media studies, (social) semiotics, game studies, and design. With this, the volume will inform both current and future developments in theory, methods, and transdisciplinary contexts and become a landmark reference for anyone interested in the empirical study of multimodality.