Multimodal semiotics and rhetoric in videogames

Author(s)

    • Hawreliak, Jason

Bibliographic Information

Multimodal semiotics and rhetoric in videogames

Jason Hawreliak

(Routledge studies in multimodality)

Routledge, 2019

  • : hbk

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Note

Includes bibliographical references and index

Description and Table of Contents

Description

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.

Table of Contents

Introduction: Deepening the Conversation between Multimodal Studies and Game Studies PART I: Setting the Stage Chapter 1: Play, Videogames, and the Problem of Meaning Chapter 2: The Videogame Modes Chapter 3: The Procedural Mode PART II: Modal Configurations Chapter 4: Modal Consonance I: Ideological and Experiential Persuasion Chapter 5: Modal Consonance II: Multimodal Realism, Simulation, and Virtual Reality Chapter 6: Modal Irony: Multimodal Dissonance PART III: Players, Mods, and Future Directions Chapter 7: Unstable Ensembles: User Generated Content Chapter 8: Conclusion: The Future of Multimodal Game Studies

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