The document outlines a research study that aims to investigate players' understanding of how different modes in video games combine to create meaning and relationships between narrative and gameplay. It proposes using multimodal discourse analysis and empirical data from player interviews and gameplay observations to develop a ludonarrative model and refine existing concepts of resonance, dissonance, and (ir)relevance in relationships between narrative and gameplay.
This document discusses several key aspects of dealing with context and semantic theory:
- Context eliminates ambiguities, indicates referents of words like pronouns, and supplies implied information not explicitly stated.
- Semantic data comes from behavioral evidence like language corpuses and tests, and also physiological evidence like aphasia studies, but both have limitations.
- Basic statements in semantic theory include claims of synonymy, entailment, inconsistency, tautology, contradiction, presupposition, and semantic anomaly.
- A semantic theory must relate meaning to syntax and pragmatics, define the nature of semantic descriptions, and constitute a specification of language universals.
The document discusses key themes around multimodality from week 7 including how visuals can convey meaning without words and engage multiple senses. It provides examples of how the alien from the movie Alien and The Two Towers movie title can be interpreted in multiple ways through Gothic, gender hierarchy, and Freudian readings. The document also discusses how the internet, mp3s, and sound itself can be considered multimodal due to the multiple ways they can be perceived and interpreted. It concludes by asking how understanding the multimodality of visuals and technologies can benefit people.
Jean Baudrillard was a philosopher whose work analyzed how living in a postmodern, media-saturated environment shapes perceptions of reality. His concept of "simulacra" described how media representations of reality become exaggerated simulations that audiences may mistake for the real. Baudrillard argued that media coverage of events like wars presents a hyperreal version that distorts understanding of actual realities and priorities. His theories remain influential in analyzing how media constructs and influences perceptions of gender, sexuality, and current affairs.
The document discusses different types of media discourse such as in newspapers, television, and radio. It defines key concepts like critical discourse analysis and different genres like drama, talk shows, news, and music. Some key points made are that media discourse can influence perspectives and be shaped by various micro and macro level factors. Examples from Pakistani media show how discourse addresses social and political issues through language used in dramas, talk shows, news headlines and music.
This document discusses the concept of genre in media. It begins by defining genre as a type of media work governed by implicit rules shared by its creators and audience. Genre comes from the French word for "type" or "kind." Works are classified by genre by their creators, marketers, reviewers, and consumers. Genre studies examines common structural elements and patterns in collections of stories. Conventions distinguish genres, like settings and characters in westerns. Genres develop over time through a lifecycle as audiences and creators establish expectations. They allow audiences to understand new works and creators to rely on familiar tropes.
Critical discourse analysis (CDA) aims to reveal hidden values and perspectives in language use. CDA explores the connection between language and its social/political contexts. Key principles of CDA are that social issues are constructed through discourse, power relations are negotiated in discourse, and ideologies are produced in discourse. CDA analyzes discourse genres, framing, multimodality, identity construction, and texts from the world wide web. Criticisms of CDA include that it does not sufficiently consider reader interpretation or provide systematic textual analysis.
This document discusses codes and conventions of media forms and genres, specifically focusing on science fiction. It explains that genres develop through repetition and borrowing from other texts, and meanings are created through intertextuality. The learning aims are to examine themes of science fiction films from the 20th century to today, analyze the themes in Humans, and how micro-level elements create meaning for audiences within theoretical frameworks. It also provides an overview of science fiction from different decades and defines science fiction as genres existing in contexts and developing through borrowing, as suggested by Steve Neale.
This document discusses several key aspects of dealing with context and semantic theory:
- Context eliminates ambiguities, indicates referents of words like pronouns, and supplies implied information not explicitly stated.
- Semantic data comes from behavioral evidence like language corpuses and tests, and also physiological evidence like aphasia studies, but both have limitations.
- Basic statements in semantic theory include claims of synonymy, entailment, inconsistency, tautology, contradiction, presupposition, and semantic anomaly.
- A semantic theory must relate meaning to syntax and pragmatics, define the nature of semantic descriptions, and constitute a specification of language universals.
The document discusses key themes around multimodality from week 7 including how visuals can convey meaning without words and engage multiple senses. It provides examples of how the alien from the movie Alien and The Two Towers movie title can be interpreted in multiple ways through Gothic, gender hierarchy, and Freudian readings. The document also discusses how the internet, mp3s, and sound itself can be considered multimodal due to the multiple ways they can be perceived and interpreted. It concludes by asking how understanding the multimodality of visuals and technologies can benefit people.
Jean Baudrillard was a philosopher whose work analyzed how living in a postmodern, media-saturated environment shapes perceptions of reality. His concept of "simulacra" described how media representations of reality become exaggerated simulations that audiences may mistake for the real. Baudrillard argued that media coverage of events like wars presents a hyperreal version that distorts understanding of actual realities and priorities. His theories remain influential in analyzing how media constructs and influences perceptions of gender, sexuality, and current affairs.
The document discusses different types of media discourse such as in newspapers, television, and radio. It defines key concepts like critical discourse analysis and different genres like drama, talk shows, news, and music. Some key points made are that media discourse can influence perspectives and be shaped by various micro and macro level factors. Examples from Pakistani media show how discourse addresses social and political issues through language used in dramas, talk shows, news headlines and music.
This document discusses the concept of genre in media. It begins by defining genre as a type of media work governed by implicit rules shared by its creators and audience. Genre comes from the French word for "type" or "kind." Works are classified by genre by their creators, marketers, reviewers, and consumers. Genre studies examines common structural elements and patterns in collections of stories. Conventions distinguish genres, like settings and characters in westerns. Genres develop over time through a lifecycle as audiences and creators establish expectations. They allow audiences to understand new works and creators to rely on familiar tropes.
Critical discourse analysis (CDA) aims to reveal hidden values and perspectives in language use. CDA explores the connection between language and its social/political contexts. Key principles of CDA are that social issues are constructed through discourse, power relations are negotiated in discourse, and ideologies are produced in discourse. CDA analyzes discourse genres, framing, multimodality, identity construction, and texts from the world wide web. Criticisms of CDA include that it does not sufficiently consider reader interpretation or provide systematic textual analysis.
This document discusses codes and conventions of media forms and genres, specifically focusing on science fiction. It explains that genres develop through repetition and borrowing from other texts, and meanings are created through intertextuality. The learning aims are to examine themes of science fiction films from the 20th century to today, analyze the themes in Humans, and how micro-level elements create meaning for audiences within theoretical frameworks. It also provides an overview of science fiction from different decades and defines science fiction as genres existing in contexts and developing through borrowing, as suggested by Steve Neale.
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
This document discusses social semiotics as an analytical perspective for understanding everyday objects and their meanings. It explains key concepts in social semiotics, comparing it to structural semiotics. Social semiotics examines how people use signs and make meaning in social contexts, focusing on situated practices rather than abstract structures. It explores dimensions of social semiotic analysis like discourse, genre, style and modality. Research in this area looks at semiotic resources, rules, and transformations over time and across contexts.
Critical discourse analysis (CDA) focuses on analyzing written or spoken language to reveal power relationships in society. It is based on theories from Michel Foucault and the Frankfurt School. CDA examines how language constructs social realities in ways that maintain inequalities. The approach considers both what texts include and omit, and how power relations are expressed and reproduced through language and discourse. The goal is to uncover hidden assumptions and ideologies to challenge social injustices.
Roland Barthes was a French literary critic, philosopher, and semiotician born in 1915. He argued that language and style rely on conventions rather than being purely creative. Different cultures can interpret symbols differently. Semiotics is the study of signs and symbols, how they make meaning, and how codes link signs to their meanings. Signs can be iconic, resembling what they represent, symbolic through shared cultural understanding, or indexical by triggering associations through the senses.
Genres are used to categorize different types of media texts such as films, television shows, music, and video games. They are defined by common characteristics and conventions related to elements like characters, narrative, style, and format. While genres provide familiarity and predictability for audiences and the media industry, they are not static and can evolve over time through variations, hybridizations, and parodies. Genres balance repetition with innovation to both reassure audiences and maintain their interest.
This document discusses different perspectives on games as an art form. It explores the relationship between games, art, and the avant-garde. Key topics covered include defining artgames, the role of abstraction and metaphor in artgames, and examining exemplars that push graphical styles and player interactions. Different views are presented on where art exists in video games and how interactivity challenges traditional notions of a work of art.
The document discusses discourse analysis and key concepts in analyzing language use and interpretation. It covers the Hallidayan model of language which analyzes context of culture, context of situation (including field, tenor, mode), genre, and register. It also discusses Grice's cooperative principle and maxims of conversation, implicatures, and approaches to discourse analysis including initial analysis, conversation analysis, and critical discourse analysis.
Roland Barthes was a French theorist born in 1915 who pioneered structuralism and post-structuralism. He was a leading theorist of semiotics, which is the study of signs in culture. Barthes believed that many aspects of daily life, from clothing to media, can be interpreted as signs that convey cultural meanings and social statuses. He explored how signs around us are governed by complex cultural conventions and messages, and how people instinctively interpret these signs without realizing it. There are three types of signs: iconic signs use similarity, indexical signs have a cause-and-effect link, and symbolic signs have an arbitrary association. For any sign, the signifier is the form it takes, such as an
Paul Ricoeur was a leading 20th century French philosopher known for his work in hermeneutics and interpretive theory. He developed influential theories of metaphor, narrative, and the relationship between time, history and human understanding. Ricoeur argued that self-understanding comes through cultural symbols and texts, and that interpretation requires understanding both objective textual analysis as well as the perspectives of authors and readers.
This document defines and discusses various visual techniques used in image analysis, including salience, reading paths, vectors, compositional axes, framing, gaze, viewpoint, social distance, lighting, color, and modality. Salience refers to the most attention-grabbing element of a composition. A reading path is the order in which the eye follows elements from most to least salient. Vectors are lines that guide the eye between elements. Compositional axes and framing influence how elements are arranged and connected. Gaze, viewpoint, and social distance impact viewer involvement and perspective. Lighting, color, and modality set mood and establish realism.
Critical discourse analysis of the ideology of media presented through newsMazhar Ranjha
The document discusses critical discourse analysis (CDA) and its application to analyzing news media. It provides definitions and approaches to discourse analysis and differentiates it from CDA. CDA pays attention to ideologies and power relations underlying discourse. The aims of CDA are outlined, including uncovering implicit meanings and ideologies. Two examples are given analyzing how newspapers framed a news story about a police incident differently, showing their different ideological stances. The document serves to introduce CDA and its relevance to analyzing media discourse.
This document discusses political discourse and how language is used in political contexts. It examines how discourse can be considered inherently political and how the study of political discourse has evolved from ancient Greek philosophers to modern analysis. Political language has the potential for representation and transformation, and politicians often use language strategically through word choice, syntax, and other linguistic elements to portray their messages and viewpoints. The document analyzes different linguistic levels like syntax, phonology, and lexical choices that can shape political discourse and interpretation.
The document discusses the Sapir-Whorf hypothesis, which claims that the grammatical structures of a language influence how its speakers think and perceive the world. It makes a strong claim that speakers of a language with certain distinctions will perceive relevant differences more readily. A weak claim is that speakers with words to describe certain things will find it easier to talk about them. The document also states that a language both helps its speakers perceive the world in certain ways, but also limits such perception, and that different languages lead to different world views.
This document provides an overview of key concepts related to analyzing media language. It defines media language as the codes, conventions, and techniques used to generate meaning in media texts. These include technical elements like camerawork, editing, and mise-en-scène as well as symbolic and written elements. The document also discusses several theorists and how concepts like denotation/connotation, realism, and McLuhan's "the medium is the message" can be applied when analyzing media language. Students are advised to use terminology around signs, codes, and conventions when evaluating how meaning is constructed through media language in different texts.
The Uses and Gratification Theory proposes that people actively seek out media to fulfill certain needs, and over time researchers have identified common reasons or gratifications that influence media selection, such as diversion, social interaction, and learning. The theory developed in three stages from 1944 to the present, with early work identifying gratifications for listening to soap operas and developing a formula for media selection, to later research grouping common uses of media and studying motivations for consuming different types of content.
The document discusses Jean Baudrillard's concept of hyperreality, where media representations of reality become more vivid and engaging than actual reality. This can alter people's perceptions of what is real. Baudrillard argued that as media simulations increase in their ability to represent reality, the difference between real and simulated experiences becomes blurred. When people mistake highly simulated media for reality, it leads to a "hyperreal" state where the artificial becomes more real than reality. The document asks readers to consider examples of how television, advertising, and music videos may employ techniques of hyperrealism and what effects this could have on audiences and the reinforcement of dominant ideologies.
1. The document analyzes Leni Riefenstahl's photography work and films, arguing they promoted fascist aesthetics and ideals of physical perfection, community, and submission to an irresistible leader.
2. It asserts Riefenstahl's biographical details and claims about her relationship with the Nazi government are untrue and that she was in fact a key propagandist who directed propaganda films for the Nazis.
3. The document discusses fascist aesthetics as focusing on displays of physical perfection, sexuality converted into magnetism for leaders, and the idealization of violence and total power over others.
The document discusses the debate around realism versus anti-realism in film. It covers several theorists and their perspectives, such as Siegfried Kracauer arguing that film is uniquely capable of mirroring reality, and Bazin viewing the camera's ability to capture reality as satisfying a human desire. The document also discusses figures like Deren who blended reality and fantasy, and Brakhage who aimed to liberate the eye from conventions. It questions if mechanical reproduction alone constitutes art, and examines how concepts like realism have evolved, especially with innovations like CGI.
This document provides an introduction to critical discourse analysis (CDA). It defines CDA as going beyond describing discourse to explain how and why particular discourses are produced. The document outlines some of the key principles of CDA, including that discourse constructs and reflects social issues and power relations. It then gives a brief historical background on the development of CDA out of critical linguistics in the 1970s. The document also discusses some of the main approaches to CDA developed by scholars like Fairclough, Van Dijk, and Wodak. It provides examples of "toolkits" used for CDA analysis and discusses some common criticisms of CDA, such as claims that analyses can be too complex or focus on obvious prejudices
Vygotsky's sociocognitive theory holds that culture is the primary influence on individual development. Children learn through shared problem-solving experiences with more advanced individuals like parents and teachers. Initially, adults guide problem-solving, but responsibility is gradually transferred to the child. Language is the main tool for transmitting cultural knowledge, and children internalize language to self-direct. The zone of proximal development refers to what children can do with help versus alone. Interaction with culture and social agents significantly contributes to intellectual development. Effective instruction uses scaffolding to adjust support based on the child's mastery level.
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
This document discusses social semiotics as an analytical perspective for understanding everyday objects and their meanings. It explains key concepts in social semiotics, comparing it to structural semiotics. Social semiotics examines how people use signs and make meaning in social contexts, focusing on situated practices rather than abstract structures. It explores dimensions of social semiotic analysis like discourse, genre, style and modality. Research in this area looks at semiotic resources, rules, and transformations over time and across contexts.
Critical discourse analysis (CDA) focuses on analyzing written or spoken language to reveal power relationships in society. It is based on theories from Michel Foucault and the Frankfurt School. CDA examines how language constructs social realities in ways that maintain inequalities. The approach considers both what texts include and omit, and how power relations are expressed and reproduced through language and discourse. The goal is to uncover hidden assumptions and ideologies to challenge social injustices.
Roland Barthes was a French literary critic, philosopher, and semiotician born in 1915. He argued that language and style rely on conventions rather than being purely creative. Different cultures can interpret symbols differently. Semiotics is the study of signs and symbols, how they make meaning, and how codes link signs to their meanings. Signs can be iconic, resembling what they represent, symbolic through shared cultural understanding, or indexical by triggering associations through the senses.
Genres are used to categorize different types of media texts such as films, television shows, music, and video games. They are defined by common characteristics and conventions related to elements like characters, narrative, style, and format. While genres provide familiarity and predictability for audiences and the media industry, they are not static and can evolve over time through variations, hybridizations, and parodies. Genres balance repetition with innovation to both reassure audiences and maintain their interest.
This document discusses different perspectives on games as an art form. It explores the relationship between games, art, and the avant-garde. Key topics covered include defining artgames, the role of abstraction and metaphor in artgames, and examining exemplars that push graphical styles and player interactions. Different views are presented on where art exists in video games and how interactivity challenges traditional notions of a work of art.
The document discusses discourse analysis and key concepts in analyzing language use and interpretation. It covers the Hallidayan model of language which analyzes context of culture, context of situation (including field, tenor, mode), genre, and register. It also discusses Grice's cooperative principle and maxims of conversation, implicatures, and approaches to discourse analysis including initial analysis, conversation analysis, and critical discourse analysis.
Roland Barthes was a French theorist born in 1915 who pioneered structuralism and post-structuralism. He was a leading theorist of semiotics, which is the study of signs in culture. Barthes believed that many aspects of daily life, from clothing to media, can be interpreted as signs that convey cultural meanings and social statuses. He explored how signs around us are governed by complex cultural conventions and messages, and how people instinctively interpret these signs without realizing it. There are three types of signs: iconic signs use similarity, indexical signs have a cause-and-effect link, and symbolic signs have an arbitrary association. For any sign, the signifier is the form it takes, such as an
Paul Ricoeur was a leading 20th century French philosopher known for his work in hermeneutics and interpretive theory. He developed influential theories of metaphor, narrative, and the relationship between time, history and human understanding. Ricoeur argued that self-understanding comes through cultural symbols and texts, and that interpretation requires understanding both objective textual analysis as well as the perspectives of authors and readers.
This document defines and discusses various visual techniques used in image analysis, including salience, reading paths, vectors, compositional axes, framing, gaze, viewpoint, social distance, lighting, color, and modality. Salience refers to the most attention-grabbing element of a composition. A reading path is the order in which the eye follows elements from most to least salient. Vectors are lines that guide the eye between elements. Compositional axes and framing influence how elements are arranged and connected. Gaze, viewpoint, and social distance impact viewer involvement and perspective. Lighting, color, and modality set mood and establish realism.
Critical discourse analysis of the ideology of media presented through newsMazhar Ranjha
The document discusses critical discourse analysis (CDA) and its application to analyzing news media. It provides definitions and approaches to discourse analysis and differentiates it from CDA. CDA pays attention to ideologies and power relations underlying discourse. The aims of CDA are outlined, including uncovering implicit meanings and ideologies. Two examples are given analyzing how newspapers framed a news story about a police incident differently, showing their different ideological stances. The document serves to introduce CDA and its relevance to analyzing media discourse.
This document discusses political discourse and how language is used in political contexts. It examines how discourse can be considered inherently political and how the study of political discourse has evolved from ancient Greek philosophers to modern analysis. Political language has the potential for representation and transformation, and politicians often use language strategically through word choice, syntax, and other linguistic elements to portray their messages and viewpoints. The document analyzes different linguistic levels like syntax, phonology, and lexical choices that can shape political discourse and interpretation.
The document discusses the Sapir-Whorf hypothesis, which claims that the grammatical structures of a language influence how its speakers think and perceive the world. It makes a strong claim that speakers of a language with certain distinctions will perceive relevant differences more readily. A weak claim is that speakers with words to describe certain things will find it easier to talk about them. The document also states that a language both helps its speakers perceive the world in certain ways, but also limits such perception, and that different languages lead to different world views.
This document provides an overview of key concepts related to analyzing media language. It defines media language as the codes, conventions, and techniques used to generate meaning in media texts. These include technical elements like camerawork, editing, and mise-en-scène as well as symbolic and written elements. The document also discusses several theorists and how concepts like denotation/connotation, realism, and McLuhan's "the medium is the message" can be applied when analyzing media language. Students are advised to use terminology around signs, codes, and conventions when evaluating how meaning is constructed through media language in different texts.
The Uses and Gratification Theory proposes that people actively seek out media to fulfill certain needs, and over time researchers have identified common reasons or gratifications that influence media selection, such as diversion, social interaction, and learning. The theory developed in three stages from 1944 to the present, with early work identifying gratifications for listening to soap operas and developing a formula for media selection, to later research grouping common uses of media and studying motivations for consuming different types of content.
The document discusses Jean Baudrillard's concept of hyperreality, where media representations of reality become more vivid and engaging than actual reality. This can alter people's perceptions of what is real. Baudrillard argued that as media simulations increase in their ability to represent reality, the difference between real and simulated experiences becomes blurred. When people mistake highly simulated media for reality, it leads to a "hyperreal" state where the artificial becomes more real than reality. The document asks readers to consider examples of how television, advertising, and music videos may employ techniques of hyperrealism and what effects this could have on audiences and the reinforcement of dominant ideologies.
1. The document analyzes Leni Riefenstahl's photography work and films, arguing they promoted fascist aesthetics and ideals of physical perfection, community, and submission to an irresistible leader.
2. It asserts Riefenstahl's biographical details and claims about her relationship with the Nazi government are untrue and that she was in fact a key propagandist who directed propaganda films for the Nazis.
3. The document discusses fascist aesthetics as focusing on displays of physical perfection, sexuality converted into magnetism for leaders, and the idealization of violence and total power over others.
The document discusses the debate around realism versus anti-realism in film. It covers several theorists and their perspectives, such as Siegfried Kracauer arguing that film is uniquely capable of mirroring reality, and Bazin viewing the camera's ability to capture reality as satisfying a human desire. The document also discusses figures like Deren who blended reality and fantasy, and Brakhage who aimed to liberate the eye from conventions. It questions if mechanical reproduction alone constitutes art, and examines how concepts like realism have evolved, especially with innovations like CGI.
This document provides an introduction to critical discourse analysis (CDA). It defines CDA as going beyond describing discourse to explain how and why particular discourses are produced. The document outlines some of the key principles of CDA, including that discourse constructs and reflects social issues and power relations. It then gives a brief historical background on the development of CDA out of critical linguistics in the 1970s. The document also discusses some of the main approaches to CDA developed by scholars like Fairclough, Van Dijk, and Wodak. It provides examples of "toolkits" used for CDA analysis and discusses some common criticisms of CDA, such as claims that analyses can be too complex or focus on obvious prejudices
Vygotsky's sociocognitive theory holds that culture is the primary influence on individual development. Children learn through shared problem-solving experiences with more advanced individuals like parents and teachers. Initially, adults guide problem-solving, but responsibility is gradually transferred to the child. Language is the main tool for transmitting cultural knowledge, and children internalize language to self-direct. The zone of proximal development refers to what children can do with help versus alone. Interaction with culture and social agents significantly contributes to intellectual development. Effective instruction uses scaffolding to adjust support based on the child's mastery level.
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Ian Bogost’s concept of procedural rhetoric is a tantalising theory of the power and potential of computer games, especially serious games. Yet does this concept really distinguish games from other media? Can this concept be usefully applied to the design and critique of serious games? This paper explores the ramifications of games (particularly serious games) as procedural rhetoric and whether this concept is problematic, useful, inclusive, or better employed as a recalibrated meta-epistemic theory of serious games that persuade or suggest to the player that the game mechanics, game genre, or digitally simulated world-view is open to criticism and reflection.
"Cultural and Social Dimensions of Games" by Sherry Jones (August 5, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 3 Lecture on the cultural and social dimensions of games, with study emphasis on the Paratext theory, and on the paratextuality of games.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
The role of ai in social games eladhari2011 uppsalauniMirjam Eladhari
The keynote discusses:
1) The role of AI in social games and different views on this topic.
2) How social actions can be modeled through operational logics in game design.
3) Examples of AI-based social game prototypes that incorporate elements like semi-autonomous avatars.
3) An experimental social game prototype called the Pataphysic Institute that uses an AI architecture called the Mind Module to model character personalities and emotions.
Assessment 1- Short essayInstructionsEssay Topic U.docxgalerussel59292
Assessment 1- Short essay
Instructions:
Essay Topic
:
Using reading from module 1 (and extra research if needed) Main Question: demonstrate your understanding of the relationships between play and games.
You are advised to base your discussion around one game. Here are some examples to get you thinking:
The End of Us
The Republia Times
The Raccoon Who Lost Their Shape
Entire Screen of One Game
Cookie Clicker
My Garbage Cat Wakes Me Up at 3am Every Day
Zork
Small Worlds
The essay should be
1500 words
in length, including in-text references; however, your reference list is not included in this count. You have 10% flexibility with the word limit, but being substantially under or over-length will result in a poorer mark.
Please keep in mind, you will need to develop your own analysis in this essay. Even if you agree completely with one article or book you are using, you will need to present a larger and more balanced examination than any single source can provide. You will be expected to have read and to utilise both core and deeper readings from the relevant topic. As this is a research essay, to do well you may also need to find appropriate additional material to further your analysis.
Your essay should include a fully formed introduction and conclusion, should be written in paragraph form, should present a clear argument and should meaningfully engage with the readings provided in the unit as well as including credible material from additional sources if required. Your essay should follow the APA 6th ed. referencing style.
Criteria for Assessment
You will be assessed on:
· Accurate definition of terms
· Clear and coherent writing and expression (spelling, grammar and formatting)
· Use of reading and accurate referencing following correct APA 6th ed. style
· Development of a coherent argument
Module-1:
In the first part of the unit we begin by unpacking our understanding of play and games. This is followed by a critical discussion of immersion and interactivity as core themes defining online and digital forms of play. This will function to springboard our discussion of deeper concepts in the second module, giving us a functional grounding in the early theories of play and gaming.
Topic 1.1: Play: An Introduction
Topic 1.2: Games and Rules
Topic 1.3: Immersion, Interactivity, and Narrative
Topic 1.1: Play: An Introduction
Play
In this unit we explore the evolution of web-based play and examine the crucial role of Internet connectivity in the contemporary video game industry. As we begin, however, a few of you might still be wondering: why study video games at all? Why do games matter? And why should we take them seriously in an academic context?
The short answer is that video games represent the single largest industry spawned by digital media. Globally, the video game industry is worth over one hundred billion dollars and increases in value each year.
Recent studies indicate that this trend will conti.
Assessment 1- Short essayInstructionsEssay Topic .docxgalerussel59292
Assessment 1- Short essay
Instructions:
Essay Topic
:
Using reading from module 1 (and extra research if needed) Main Question: demonstrate your understanding of the relationships between play and games.
You are advised to base your discussion around one game. Here are some examples to get you thinking:
The End of Us
The Republia Times
The Raccoon Who Lost Their Shape
Entire Screen of One Game
Cookie Clicker
My Garbage Cat Wakes Me Up at 3am Every Day
Zork
Small Worlds
The essay should be
1500 words
in length, including in-text references; however, your reference list is not included in this count. You have 10% flexibility with the word limit, but being substantially under or over-length will result in a poorer mark.
Please keep in mind, you will need to develop your own analysis in this essay. Even if you agree completely with one article or book you are using, you will need to present a larger and more balanced examination than any single source can provide. You will be expected to have read and to utilise both core and deeper readings from the relevant topic. As this is a research essay, to do well you may also need to find appropriate additional material to further your analysis.
Your essay should include a fully formed introduction and conclusion, should be written in paragraph form, should present a clear argument and should meaningfully engage with the readings provided in the unit as well as including credible material from additional sources if required. Your essay should follow the APA 6th ed. referencing style.
Criteria for Assessment
You will be assessed on:
· Accurate definition of terms
· Clear and coherent writing and expression (spelling, grammar and formatting)
· Use of reading and accurate referencing following correct APA 6th ed. style
· Development of a coherent argument
Module-1:
In the first part of the unit we begin by unpacking our understanding of play and games. This is followed by a critical discussion of immersion and interactivity as core themes defining online and digital forms of play. This will function to springboard our discussion of deeper concepts in the second module, giving us a functional grounding in the early theories of play and gaming.
Topic 1.1: Play: An Introduction
Topic 1.2: Games and Rules
Topic 1.3: Immersion, Interactivity, and Narrative
Topic 1.1: Play: An Introduction
Play
In this unit we explore the evolution of web-based play and examine the crucial role of Internet connectivity in the contemporary video game industry. As we begin, however, a few of you might still be wondering: why study video games at all? Why do games matter? And why should we take them seriously in an academic context?
The short answer is that video games represent the single largest industry spawned by digital media. Globally, the video game industry is worth over one hundred billion dollars and increases in value each year.
Recent studies indicate that this trend will co.
In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This document summarizes a meetup event about gameful interaction design and games user research. The event featured a presentation by Dr. Lennart Nacke on his work studying gamification and games user experience. He discussed models of player experience, examples of gamifying non-game applications, and research methods used to study player behavior and evaluate user experience, such as observation, physiological sensors, and biometric storyboards. The presentation aimed to demonstrate how understanding user experience through research can lead to more engaging game and gamified design.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...Sebastian Deterding
1) Procedural rhetoric uses in-game processes to persuade players, but different players can come to different understandings of the same in-game logic.
2) The games Train and Playing History 2 used procedural rhetoric to address controversial topics like the JFK assassination and slave trade, but were received very differently by audiences.
3) This difference can be explained by three factors: the genres framed the content differently and set different expectations; the games traveled through different media contexts outside their intended frames; and their visual framing in shared media shaped varying audience perceptions.
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
This document provides an overview of narratives in contemporary games. It discusses frameworks for understanding game narratives, including ludonarrative and the relationship between interactivity and storytelling. Different narrative elements are explored, such as setting, character, and challenge. Examples are given of embedded and emergent narratives. Techniques for delivering narratives, like cutscenes and instructional text, are covered. The document examines established narrative structures including the hero's journey. A brief history of narratives in games is provided with examples like Zork, Sierra games, and Elder Scrolls. Contemporary challenges in multi-player narratives are also discussed. Finally, the document promotes creating simple text adventures to experiment with narratives.
The document describes a study that used the Personal Construct Theory (PCT) to develop a methodology for evaluating player experience in video games. Researchers conducted interviews with 64 students to elicit constructs for describing video games without imposing predetermined categories. This resulted in 570 constructs which were grouped into 23 dimensions that capture how players perceive and evaluate games, such as in terms of ability, dynamism, engagement, and emotion. The dimensions included criteria from professional reviews and academic theories. Players were then asked to rate games based on the dimensions to analyze similarities between genres.
The document describes a study that used the Personal Construct Theory to develop a methodology for evaluating player experience in video games. Researchers conducted workshops with 64 students to elicit constructs for describing and differentiating video games. This resulted in 570 personal constructs, which were grouped into 23 dimensions. The dimensions captured criteria commonly used by players and reviewers to evaluate games, and provided a weighted assessment of what aspects players find most relevant in games. Radar charts were used to visualize ratings of different game genres along the identified dimensions.
Game writing focuses on characters, dialogue, and story themes and tone, while narrative design focuses on making the story playable and incorporating it into gameplay through choices, consequences, and story triggers. The primary difference is that writers are responsible for characters and dialogue, while designers are responsible for the player experience and how the story interacts with gameplay. Narrative designers create the overarching story structure and identify different story delivery methods based on game mechanics, whereas writers produce specific narrative content.
This document discusses Ian Bogost's concept of "procedural rhetoric", which refers to using the procedures and rules within video games to make arguments and communicate ideas. It explains that video games are able to persuade through their mechanics and systems in a way that differs from other media like words or images. The value of procedural rhetoric is that it expands how we understand the expressive power of games. "Persuasive games" are games that rely primarily on their computational rules and player interactions to convey meaning, often for educational or political purposes. However, some argue that procedural rhetoric reduces players' role and sacrifices the importance of play experience.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
A multimodal discourse analysis of video games (toh weimin)
1. A M U LT I M O D A L D I S C O U R S E
A N A LY S I S O F V I D E O G A M E S :
A L U D O N A R R AT I V E M O D E L
TO H W E I M I N
T H E N AT I O N A L U N I V E R S I T Y O F
S I N G A P O R E
2. RESEARCH AIM
• Investigate players’ understanding of how the different modes (linguistic and visual) combine
to create meaning (narrative, gameplay and ludonarrative).
• How players understand the relationships between narrative and gameplay?
• Research Question 1
• What is the players’ cognitive interpretation of the video game narrative?
• Research Question 2
• What specific players’ actions are involved during their interaction with the video game?
• How do the actions build up to form the gameplay?
• Research Question 3
• What are the different (sub)categories of ludonarrative relationships in video games?
3. RATIONALE FOR RESEARCH
• Prior research are primarily theoretical
• Eskelinen’s (2012) “Cybertext Poetics”.
• Aarseth’s (2012) narrative theory of games.
• Conceptual terms used do not have empirical basis
• Clint Hocking’s (2007) “ludonarrative dissonance”
• Watssman’s (2012) “ludonarrative resonance”
• Previous research analyse the video game itself
• Pinchbeck’s (2009) conceptualisation of diegesis as a function of gameplay in FPS games.
• Linderoth’s (2013) investigation of how different types of gameplay mechanics are suitable for some
narrative themes and narrative elements but not others.
4. METHOD
1. Create rough taxonomy of ludonarrative categories based on literature review.
• Integrates theories from Bycer (2013), Pynenburg (2013), Calleja (2011), Watssman (2012),
O’Halloran (2007, 2008) and Liu and O’Halloran (2009).
2. Ludonarrative (sub)categories built from literature are modified based on the researcher’s
gameplay experience.
• Liu and O’Halloran’s (2009) “Intersemiotic consequence” “Ludonarrative resonance
consequence”
3. Empirical part of study (to refine ludonarrative (sub)categories)
• Iterative process in which ludonarrative (sub)categories and model are refined
• Participant recruitment (11 participants Exploratory study)
• Gameplay observation in lab
• First session’s open-ended interview (qualitative)
• Subsequent gameplay sessions were conducted in the participants’ homes
• Multimodal discourse analysis of gameplay recordings to create more specific open-ended interview
questions
• Final session’s open-ended interview (qualitative)
5. RATIONALE FOR METHOD
• Rather than focusing on the formal analysis of video games based on the “functional
characteristics and components of game objects, and the relations between them” (Aarseth,
2014), the emphasis is shifted towards “the game as played…from the player’s experience
(Leino, 2010: 6).
• In reading a digital text, the researcher must be able to account for the indeterminate nature
of the experience in terms of the actualised multiple pathways.
• Empirical analysis of a few players’ gameplay of the same portions of the video game.
• Apply multimodal discourse analysis framework to create open-ended interview questions.
• Understand how players interpret the narrative, gameplay and ludonarrative relationships in the video
game.
• “Games are performance-oriented, and our own performance might not be the best source,
especially when we are analysing it ourselves” (Aarseth, 2004).
• In video game analysis, “playing is essential, but should be combined with other sources if at
all possible” (Aarseth, 2004).
6. MULTIMODAL DISCOURSE ANALYSIS
OF VIDEO GAME NARRATIVE
• Video game narrative is defined as the cognitive interpretation of the players’ ergodic interaction
and/or interpretation of the game world that results in a mental construct (Ryan, 2006).
• Proposed video game narrative framework used as one part of the analytical lenses to analyse the
gameplay recordings to create open-ended interview questions.
• In the proposed ludonarrative model, video game narrative is present only when it is elicited in the
players’ interviews, gameplay commentary, and reflection (Keen, 2015).
• Mental construct is created from both the scripted (cutscenes) and non-scripted sequences (via the
linguistic and visual semiotic resources).
• Narrative exists on a continuum based on different players’ experience.
• Cognitive approach derives from Ryan’s (2003) cognitive maps which forms the lower level analysis
1. Inventory – Obligatory and optional objects
2. Spatial Relations
3. Mapping Style – Symbolic, Iconic and Indexical (My addition)
4. Interactive Character Movement (My addition)
5. Interactive Character Movement with Action (My addition)
7. MULTIMODAL DISCOURSE ANALYSIS
OF VIDEO GAME NARRATIVE
• Fludernik’s (1996, 2003) natural narratology and cognitive parameters form the higher level analysis.
Different cognitive frames including:
• Action
• Telling
• Experiencing/Experiential
• Viewing/Performative
• Reflecting
• Manipulation (My addition) The player’s interaction with the video game.
• Augmentary (My addition) Backstory, embedded narrative and environmental storytelling.
8. PROPOSED GAMEPLAY
ANALYSIS MODEL
• Gameplay is defined as “the players’ [ergodic] actions, strategies, and motives” (Aarseth,
2004) to manipulate the constituents of the game world during their interaction with the video
game to overcome the gameplay challenges which are restricted by rules.
• Proposed gameplay analysis model used as one part of the analytical lenses to analyse the
gameplay recordings to create open-ended interview questions.
• Manninen’s (2003) framework is drawn upon to create the respective players’ (instrumental
and strategic) actions to form the lower level analysis of the players’ interaction with the
gameplay.
• Fabricatore’s (2007) model of gameplay mechanics is integrated with Manninen’s (2003)
framework to form the higher level analysis of the gameplay.
9. PROPOSED LUDONARRATIVE
MODEL
• In this model, narrative and gameplay are not totally separated from each other based on the
empirical data from the players’ interview (cf. Ryan’s (2009) “narrative games” and “playable
stories”).
• How much narrative or gameplay is present depends on:
1. How the gamer interprets the different degrees of narrative and gameplay in the game depending on
his/her interaction
2. How the game developers create the game.
• As contrasted to theoretical models, the proposed ludonarrative model is subjective.
• The proposed ludonarrative (sub)categories are aesthetic/pragmatic/experiential in nature as they
have to be experienced by the players and need interpretation and negotiation between myself and
the participants.
• Since the data gathered is subjective, multiple labelling may be present when the analyst conducts the
ludonarrative analysis of the video game based on different players’ experience.
• The multiple labelling is reflected in the coding of the data.
10. KEY CONTRIBUTION OF
RESEARCH
• Watssman’s (2012) concept of “ludonarrative resonance” (synergy between gameplay and
narrative) is refined with empirical data and the (sub)categories in the main category of
“ludonarrative resonance” are expanded based on the study of the players’ experience.
• Hocking’s (2007) concept of “ludonarrative dissonance” (contrast between gameplay and
narrative) is refined using empirical data and the (sub)categories in the main category of
“ludonarrative dissonance” are expanded based on the players’ experience.
• The new concept of “ludonarrative (ir)relevance” (bridging “resonance” and “dissonance”) is
introduced and the (sub)categories in the main category of “ludonarrative (ir)relevance” are
expanded using the empirical data.
• The refinement of the concepts are conducted using:
• 5 different video games (Bioshock, Mass Effect, The Walking Dead, The Last of Us, and Beyond: Two
Souls) and
• 37 participants who signed up for the study in which 11 completed the entire playthrough of the
video games.
11. REFERENCES
• Aarseth, E. 2004. Playing Research: Methodological approaches to game analysis. Game Approaches - Papers from spilforskning.dk Conference.
Aug 28-29, 2003. Spilforskning.dk 2004. Available from http://www.cs.uu.nl/docs/vakken/vw/literature/02.GameApproaches2.pdf (Accessed: 17
Jul 2015).Aarseth, E. 2012. The Narrative Theory of Games. FDG’12 Proceedings of the International Conference on the Foundations of Digital
Games (pp. 129-133). ACM.
• Aarseth, E. 2014. “Game Ontology”. In The Routledge Companion to Video Game Studies, B. Perron & M.J.P. Wolf (Eds.). New York:
Routledge, pp. 484 - 492.
• Bycer, J. 2013. Narrative Dissonance in Game Storytelling. Gamasutra. Available from
http://www.gamasutra.com/blogs/JoshBycer/20130628/195316/Narrative_Dissonance_in_Game_Storytelling.php (Accessed: 17 Jul 2015).
• Calleja, G. 2011. Narrative Generation in Lord of the Rings Online. Ring Bearers: The Lord of The Rings Online as Intertextual Narrative.
Manchester University Press.
• Eskelinen, M. 2012. Cybertext Poetics: The Critical Landscape of New Media Literacy Theory. London, New York: Bloomsbury Publishing
USA.
• Fabricatore, C. 2007. “Gameplay and game mechanics design: a key to quality in videogames”. In Proceedings of OECD-CERI Expert Meeting
on Videogames and Education, Santiago de Chile, Chile, 2007. [online] Available from http://www.oecd.org/edu/ceri/39414829.pdf
• Fludernik, M. 1996. Towards a ‘natural’ narratology. London; New York: Routledge.
• Fludernik, M. 2003. Natural Narratology and Cognitive Parameters. In David Herman (Eds.). Narrative Theory and the Cognitive Sciences.
Stanford; California: CSLI.
• Hocking, C. 2007. Ludonarrative Dissonance in Bioshock – The Problem of what the game is about. Available from
http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html
• Keen, S. 2015. Narrative Form: Revised and Expanded. Second Edition. Palgrave Macmillan.
• Leino, O. T. 2010. Emotions in Play: On the Constitution of Emotion in Solitary Computer Game Play. Doctoral dissertation. IT University of
Copenhagen.
• Linderoth, J. 2013. Superheroes, Greek gods and sport stars: Ecological empowerment as a ludo-narratological construct. In Mitgutsch, K.
Huber, S., Wimmer, J., Wagner, H. G., 327 & Rosenstingl, H. (Eds.) Context Matters! Proceedings of the Vienna Games Conference 2013:
Exploring and Reframing Games and Play in Context. Vienna: New academic press, pp. 17 - 30.
12. REFERENCES
• Liu, Y., & O’Halloran, K. 2009. Intersemiotic texture: analyzing cohesive devices between language and
images. Social Semiotics. Vol. 19, No.4 December 2009, 367 - 388.
• Manninen, T. 2003. Interaction Forms and Communicative Actions in Multiplayer Games. Game Studies - The
International Journal of Computer Game Research. Vol. 3, Issue 1, May 2003.
• O’Halloran, K. L. 2007. Systemic Functional Multimodal Discourse Analysis (SF-MDA) approach to
mathematics, grammar and literacy. Advances in language and education, ed. by A. McCabe, M. O'Donnell
and R. Whittaker, 77-102. London and New York: Continuum.
• O’Halloran, K. L. 2008. Systemic Functional-Multimodal Discourse Analysis (SF-MDA): Constructing
ideational meaning using language and visual imagery. Visual Communication. Vol. 7. No. 4. pp. 443-475.
• Pinchbeck, D. 2009. Story as a function of gameplay in First Person Shooters. PhD Thesis. University of
Portsmouth.
• Pynenburg, T. 2013. Projecting the Self: Forming Empathy through Ludonarrative Mechanics. Project
Cognizance.
• Ryan, M.-L. 2003. Cognitive Maps and the Construction of Narrative Space. In David Herman (Eds.).
Narrative Theory and the Cognitive Sciences. Stanford; California: CSLI, pp. 214-242.
• Ryan, M.-L. 2006. Avatars of Story. Minneapolis/London: University of Minnesota Press.
• Ryan, M.-L. 2009. From narrative games to playable stories: Towards a poetics of interactive narrative.
Storyworlds: A Journal of Narrative Studies, 1(1), 43 – 59.
• Watssman, J. 2012. Essay: Ludonarrative Dissonance Explained and Expanded. Escapistmagazine. Available
from http://www.escapistmagazine.com/forums/read/9.389092-Essay-Ludonarrative-Dissonance-Explained-
and-Expanded
Eskelinen’s (2012) “cybertext poetics” integrates Aarseth’s cybertext with Genette’s narratology. He critically refines and expands the narratological categories of tense, mood, and voice to accommodate the possibilities created by the seven cybertextual dimensions of textual dynamics, determinability, transience, perspective, access, links, and user function.
Aarseth’s (2012) preliminary model of a narrative theory of games build on standard narratology. A four-dimensional model is formulated to discuss about the different types of elements which exist inside a gameplay level and a narrative level along a continuum. The four ontological dimensions consist of world, objects, agents and events and are present in narrative and gameplay. These four dimensions are configured differently for different games.
Hocking’s “ludonarrative dissonance” comes from Bioshock where the player is encouraged to adopt an Objectivist approach to take care of his self-interests to become more powerful to progress the game but in the narrative, the player is encouraged to be selfless and to rescue the other NPCs. With the disjunction between the gameplay and narrative focus, the player may become aware of the inconsistency of the reality portrayed in the gameworld and make judgements as to whether the information given to them by the gameplay and narrative is congruent based on the gameworld’s standard.
“Ludonarrative resonance” refers to the gameplay and story integration where they fit together extremely well. When the narrative and gameplay are combined successfully, the game immerses the player in the gameworld and allows them to interact with a story they want to believe in, in a satisfying way.
Pinchback’s (2009) ludodiegesis model conceptualises gameplay as the core component of FPS games and the diegesis which refers to the “fictive reality of the game” is used as a support for the gameplay.
Linderoth’s (2013) ludonarratological construct analyses whether the gameplay mechanics, such as whether improved character abilities as the game progresses are appropriate for some narrative themes and elements in specific video games which include superheroes, Greekgods and sport stars.
Bycer (2013) – “narrative dissonance” in game storytelling which refers to “the game mechanics directly clash with the narrative and pacing of the title”. Ludonarrative dissonance contrast – negotiation
Pynenburg (2013) – “Ludonarrative dissonance contrast – incomplete information problems” refers to the situation in which “to solidify the empathetic connection between player and character, game designers may force players to make quick, important decisions in the game with limited knowledge of how their choice may affect events further in the narrative”. For instance, when playing The Walking Dead, choosing a different dialogue choice may or may not affect the player’s relationship with the other characters in the narrative, but the players are not explicitly informed about the consequences of their choices.
Calleja’s (2011) “ludic belief” which refers to the player’s schematic knowledge of the game’s ludic structures to edit out narrative incongruities or illogical narrative elements are integrated into the subcategory of ludonarrative dissonance negotiation in the ludonarrative model.
Watssman’s (2012) “ludonarrative resonance” which refers to the integration between the narrative and the gameplay.
O’Halloran’s (2007) concept of the convergence of the meanings in different semiotic modes are critically applied to the creation of the ludonarrative subcategory of “ludonarrative resonance motivation” where the narrative motivates the player’s gameplay actions and vice versa.
O’Halloran’s (2008) concept of “intersemiotic metaphor” which refers to “metaphorical shifts that occur where the functional status of elements is not preserved and new elements are introduced”. For instance, a complex scene becomes a metaphorical entity. People dancing in an MTV refers to the narrative metaphor that life is a drama. When critically applied to video games, metaphorical shifts may occur when the functional status of gameplay elements is not preserved as new narrative elements and gameplay mechanics are introduced. For instance, in Bioshock, a narrative event caused the player’s gameplay skills to become non-customisable and the gameplay skills also manifest randomly. The player has to fulfil the gameplay goal before the gameplay skills become customisable and under control again.
Liu and O’Halloran’s (2009) “intersemiotic consequence” which refers to the “visuals and linguistic components of multisemiotic texts that can be interconnected through Consequential Relations when one semiotic message is seen as enabling or determining the other rather than simply preceding it”. For instance, a print advertisement may have a textual message that says that some product delivers a positive effect to the user, and the effect is manifested in visuals. When critically applied to video games, “ludonarrative resonance consequence” refers to the long term outcome of a gameplay action on the narrative and vice versa.
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Subsequent gameplay sessions were conducted in the participants’ homes where the participants use think-aloud protocol to elicit their narrative interpretations and explain their gameplay actions
Video game analysis should not only focus on the structural analysis, but must take into account different players’ experiences.
Video game analysis requires not only the researcher’s game experience, but also the players’.
Ryan’s (2003) cognitive maps are originally used to analyse static diagrams/maps, but they are critically applied and expanded to analyse the player’s interpretation of the video game narrative.
(1) Inventory – Priority in which the players place on specific objects in their mental representation. Objects can be classified as obligatory or optional. Objects can refer to other NPCs, landmarks, interactive objects and so on which play important narrative roles.
(2) Spatial Relations – Player’s evaluation of distance between two or more objects.
Objects may be stationary or dynamic.
Cognitive map may either map to a narrative or gameplay event, depending on the players’ interpretation.
(3) Mapping Style – Process in which players map an object to their mental models.
Cognitive map may either map the object to a narrative or gameplay object or both.
Mapping style can be conventional/symbolic, iconic or indexical.
A symbolic mapping style example includes the colour coding used in Mass Effect’s dialogue wheel where blue colour aligns with the player’s role-playing as a “good” type of character in the narrative and also produces a Paragon gameplay reward outcome. Red colour on the dialogue wheel aligns with the players’ role-play as a “ruthless” type of narrative character and also produces a Renegade gameplay reward outcome.
An iconic mapping style includes in-game objects such as Wrex’s armour in Mass Effect which partially resembles the gameplay object and also produces the backstory for Wrex after the mission is accomplished.
An indexical mapping style refers to semiotic affordances in the gameworld which points the player in the direction to move. An indexical semiotic affordance includes the NPC Tess in The Last of Us who will usually stand or move in the direction to guide the player the direction to move towards in the gameworld.
Categories are not mutually exclusive, i.e. objects can be both narrative and gameplay or both symbolic, iconic, and indexical, depending on the player’s interpretation.
(4) Interactive Character Movement – The player’s control of the PC to move in the gameworld. Movement may be stationary or dynamic.
Cognitive map may map the character’s movement to narrative conflict in the plot when the player encounters enemies or gameplay challenges or both, depending on the player’s interpretation.
(5) Interactive Character Movement with Action – The player’s control of the PC to move in the gameworld to interact with game objects.
Movement may be stationary or dynamic. Narrative action can be continuous (QTEs), instant (interacting with notes) or gradual (Controlling a character to move slowly during a scripted event). They are more story-like and involves narrative interpretation. These categories are not mutually exclusive.
Cognitive map may map the interactive character movement with action to the character’s narrative role or gameplay function or both, depending on the player’s interpretation.
Action The player character’s performance of action and his/her reactions (which is not the same as the player’s interaction).
Telling A narrator telling the narrative to the player, e.g. usually in scripted (Bioshock’s audio logs) and rarely in non-scripted sequences.
Experiencing/Experiential The player’s experience of the emergent narrative (elicited through open-ended interviews post gameplay and think-aloud protocol during gameplay).
Viewing/Performative The player’s simultaneous performance and viewing of the unfolding narrative (observed in the lab and through the gameplay recordings).
Reflecting The player thinks back about the narrative (elicited through think-aloud protocol).
Manipulation (My addition) The player’s interaction with the video game (observed in the lab and through the gameplay recordings, explained through think-aloud protocol and open-ended interviews). This cognitive frame may be more gameplay like compared to “viewing/performative”, but is not as challenging as gameplay action such as in FPS shooting.
Augmentary (My addition) Backstory, embedded narrative and environmental storytelling (observed in the lab and through the gameplay recordings, narrative interpretation explained through think-aloud protocol and open-ended interviews).
Instrumental actions – more instinctive and do not require strategic and critical thinking. Takes very little time to actualise.
Environmental details and setting modifications - These actions involve interaction with the environment to achieve an advantage and they are more instinctive.
Player character upgrades - These actions involve interaction with the PC(s) to achieve a gameplay advantage and they are more instinctive and do not involve strategic thinking. These actions upgrade the PC based on the obligatory gameplay goals.
Kinesics and spatial behaviour - These are instrumental actions utilised by the player. In TLOU and Mass Effect, the players may utilise micro actions, such as crouching, to hide under cover to reduce their chances of being shot at by the enemies in the gameworld. These actions are instinctive and do not require preplanning.
Language-based communication - Language based instrumental actions include the scenario where the player does not have sufficient time to think of the answer or is under a time-imposed restriction to choose a dialogue option such as in The Walking Dead and The Witcher 2 & 3.
Strategic actions – require more strategic and critical thinking and are less instinctive. Takes more time for deliberation to actualise.
Environmental details and setting modifications - These are actions that take advantage of the environment to facilitate the player’s elimination of the opposition, overcoming of the gameplay obstacles or discovering and unlocking a hidden area. These actions require deliberation and may require some time to set up.
PC Customisation - These actions involve interaction with the PC(s) to achieve a gameplay advantage. Character customisation is a broader category that includes character upgrades. But it is more deliberate and involves strategic (analytical) thinking.
Kinesics and spatial behaviour - These are strategic actions performed by the player. These actions are deliberate and involve reflection by the player whether they want to perform the actions. These actions involve micro-managing the squad mates in Mass Effect.
Language-based communication - Language-based strategic actions include critical moments in the game where the player takes time to think of which dialogue options to choose in careful consideration of the gameplay outcome. For instance, in choosing one of the dialogue options in Mass Effect, the player sacrifices one of the other characters to die so they will never appear again.
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Fabricatore’s (2007) model includes the core diegetic gameplay mechanics enabling player’s action(s)/interaction(s) with the environment, object, agent, avatar, and also includes the satellite gameplay mechanics such as enhancement, opposition and facilitating mechanics.
Empirical data obtained from gameplay observation in the lab, analysis of gameplay recordings, think-aloud protocol used by the players and open-ended interviews (involving retrospective protocol analysis).