Download or read book A Multimodal Approach to Video Games and the Player Experience written by Weimin Toh and published by Routledge. This book was released on 2018-10-10 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Universal Design in Video Games written by Adam Palmquist and published by Springer Nature. This book was released on with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Approaches to Videogame Discourse written by Astrid Ensslin and published by Bloomsbury Publishing USA. This book was released on 2019-05-02 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Multimodal Approaches to Media Discourses written by Tim Griebel and published by Routledge. This book was released on 2020-08-18 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Immersion Narrative and Gender Crisis in Survival Horror Video Games written by Andrei Nae and published by Routledge. This book was released on 2021-09-09 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Stylistic Approaches to Pop Culture written by Christoph Schubert and published by Taylor & Francis. This book was released on 2022-08-10 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Empirical Multimodality Research written by Jana Pflaeging and published by Walter de Gruyter GmbH & Co KG. This book was released on 2021-11-08 with total page 295 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Multimodal Semiotics and Rhetoric in Videogames written by Jason Hawreliak and published by Routledge. This book was released on 2018-09-14 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book merges recent trends in game studies and multimodal studies to explore the relationship between the interaction between videogames’ different modes and the ways in which they inform meaning for both players and designers. The volume begins by laying the foundation for integrating the two disciplines, drawing upon social semiotic and discourse analytic traditions to examine their relationship with meaning in videogames. The book uses a wide range of games as examples to demonstrate the medium’s various forms of expression at work, including audio, visual, textual, haptic, and procedural modes, with a particular focus on the procedural form, which emphasizes processes and causal relationships, to better showcase its link with meaning-making. The second half of the book engages in a discussion of different multimodal configurations and user generated content to show how they contribute to the negotiation of meaning in the player experience, including their role in constructing and perpetuating persuasive messages and in driving interesting and unique player decisions in gameplay. Making the case for the benefits of multimodal approaches to game studies, this volume is key reading for students and researchers in multimodal studies, game studies, rhetoric, semiotics, and discourse analysis.
Download or read book Simulation and Gaming for Social Impact written by Casper Harteveld and published by Springer Nature. This book was released on 2023-07-18 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes revised selected papers from the 53rd International Simulation and Gaming Association Conference, ISAGA 2022, which took place in Boston, USA, during July 11–14, 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 35 submissions. They were organized in topical sections named: education and training; resilience and sustainability; health; and social justice.
Download or read book The Authoring Problem written by Charlie Hargood and published by Springer Nature. This book was released on 2023-01-01 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: Authoring, its tools, processes, and design challenges are key issues for the Interactive Digital Narrative (IDN) research community. The complexity of IDN authoring, often involving stories co-created by procedures and user interaction, creates confusion for tool developers and raises barriers for new authors. This book examines these issues from both the tool designer and the author’s perspective, discusses the poetics of IDN and how that can be used to design authoring tools, explores diverse forms of IDN and their demands, and investigates the challenges around conducting research on IDN authoring. To address these challenges, the chapter authors incorporate a range of interdisciplinary perspectives on ‘The Authoring Problem’ in IDN. While existing texts provide ‘how-to’ guidance for authors, this book is a primer for research and practice-based investigations into the authoring problem, collecting the latest thoughts about this area from key researchers and practitioners.
Download or read book A Multimodal Perspective on Applied Storytelling Performances written by Soe Marlar Lwin and published by Routledge. This book was released on 2019-09-18 with total page 169 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this volume, Soe Marlar Lwin proposes a contextualized multimodal framework that brings together storytelling practitioners’ and academic researchers’ conceptions of storytelling. It aims to highlight the ways in which various institutions in contemporary society have been using live storytelling performances as an effective communicative, educative and meaning-making tool. Drawing on theories of narrative from narratology as well as from related fields such as discourse analysis, multimodal analysis, communication and performance studies, the author proposes a contextualized multimodal framework to (a) uncover the potential narrativity of a live storytelling performance through an analysis of narrative elements constituting the story, (b) capture the process of developing actual narrativity through a multimodal analysis of performance features in the storytelling discourse, and (c) highlight the importance of context and dynamics between the storyteller and audience for an achievement of optimal narrativity in a particular storytelling event. The sample analysis shows how the framework not only describes the system governing institutionalized storytelling performances in general but also serves as a useful model to examine individual performance as a unique realization of the general system. The book also offers implications for possible applications of such contextualized multimodal frameworks more broadly across the disciplines.
Download or read book Multimodal Communication in Intercultural Interaction written by Ulrike Schröder and published by Taylor & Francis. This book was released on 2023-02-24 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection brings together a range of perspectives on multimodal communication in intercultural interaction, bridging cognitive, social, and functional approaches towards promoting cross-disciplinary dialogues and taking research at the intersections of these fields into new directions. The volume assembles conversationalist, socially oriented, cognitive, and sensory approaches in considering culture as a dynamic construct, co-constituted and (re)negotiated among participants in interaction and filtering it through a multimodal lens, drawing on a range of examples, such as educational settings or online video platforms. Each chapter offers a unique perspective on "culture" and "intercultural," while also situating their own definitions of these labels against those of the other chapters. Taken together, the chapters form a fluid conversation on the nature of intercultural encounters in today’s globalizsd world, as digital environments intertwine with the physical mobility of people, encouraging researchers across these fields to adopt a more holistic multimodal perspective to approach intercultural interaction. This book will be of interest to students and scholars in intercultural communication, multimodality, sociolinguistics, cognitive and interactional linguistics, and semiotics.
Download or read book Comics and Videogames written by Andreas Rauscher and published by Routledge. This book was released on 2020-10-18 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.
Download or read book Discourses Modes Media and Meaning in an Era of Pandemic written by Sabine Tan and published by Taylor & Francis. This book was released on 2022-09-28 with total page 293 pages. Available in PDF, EPUB and Kindle. Book excerpt: The COVID-19 pandemic has affected all aspects of our everyday lives – from the political to the economic to the social. Using a multimodal discourse analysis approach, this dynamic collection examines various discourses, modes and media in circulation during the early stages of the pandemic, and how these have impacted our daily lives in terms of the various meanings they express. Examples include how national and international news organisations communicate important information about the virus and the crisis, the public’s reactions to such communications, the resultant (counter-)discourses as manifested in social media posts and memes, as well as the impact social distancing policies and mobility restrictions have had on people’s communication and interaction practices. The book offers a synoptic view of how the pandemic was communicated, represented and (re-)contextualised across different spheres, and ultimately hopes to help account for the significant changes we are continuing to witness in our everyday lives as the pandemic unfolds. This volume will appeal primarily to scholars in the field of (multimodal) discourse analysis. It will also be of interest to researchers and graduate students in other fields whose work focuses on the use of multimodal artefacts for communication and meaning making.
Download or read book Shifts towards Image centricity in Contemporary Multimodal Practices written by Hartmut Stöckl and published by Routledge. This book was released on 2020-01-03 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative collection builds on current multimodal research to showcase image-centric practices in contemporary media, unpacking the increasing extent to which the visual plays a principal role in modern day communication. The volume begins by providing a concise overview of the history and development of multimodal research with respect to image-centricity, with successive chapters looking at how image-centricity emerges over time, unfolds in relation to language and other features in global design strategies. Bringing together contributions from both established and emerging researchers in multimodality and social semiotics, the book presents case studies on a variety of image-centric genres and domains, including magazines, advertising discourse, multimedia storytelling, and social media platforms. The aims of the book are, to interrogate the new multimodal genres, relations, forms of analysis, and methods of production that emerge from a greater reliance on visual components. Refining and broadening current understandings of image-centricity in today’s media sphere, this collection will be of particular interest to scholars and students in multimodality, social semiotics, applied linguistics, language and media, and discourse analysis.
Download or read book Current Trends in EMI and Multimodality in Higher Education written by Vicent Beltrán-Palanques and published by Taylor & Francis. This book was released on 2024-07-08 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: Looking at both English Medium Instruction (EMI) and multimodality in higher education, this edited volume bridges the gap between the two contexts by offering various new insights into fundamentals in multilingual education, EMI discourse and current teaching practices in internationalised contexts. Current demands in communication, especially in higher-education contexts, require examining EMI from a multimodal perspective with the aim of giving explicit attention to modern discourse practices. The contributors reflect on the principles guiding EMI and multimodality and their application in higher education using both practical examples and data-driven evidences. They discuss EMI multimodal discourse from an empirical perspective to unveil communicative practices in internationalised higher-education contexts; and exemplify classroom applications and ESP and EAP pedagogical practices that promote multimodal competence in higher education. The contributors provide solid theoretical foundations, key principles, research evidence and pedagogical implications that inform current methodologies and practices for EMI, ESP and EAP, as well as multimodality in higher education. This volume on EMI and multimodality in higher education will have broad appeal for researchers worldwide from various fields of expertise within education and applied linguistics.
Download or read book Metagames written by Agata Waszkiewicz and published by Taylor & Francis. This book was released on 2024-03-05 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.