A Multimodal Approach To Video Games And The Player Experience

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A Multimodal Approach to Video Games and the Player Experience

Author : Weimin Toh
Publisher : Routledge
Page : 241 pages
File Size : 53,8 Mb
Release : 2018-10-10
Category : Language Arts & Disciplines
ISBN : 9781351184755

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A Multimodal Approach to Video Games and the Player Experience by Weimin Toh Pdf

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.

Multimodal Semiotics and Rhetoric in Videogames

Author : Jason Hawreliak
Publisher : Routledge
Page : 171 pages
File Size : 54,9 Mb
Release : 2018-09-14
Category : Language Arts & Disciplines
ISBN : 9781351659710

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Multimodal Semiotics and Rhetoric in Videogames by Jason Hawreliak Pdf

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.

Game Usability

Author : Katherine Isbister,Noah Schaffer
Publisher : CRC Press
Page : 400 pages
File Size : 50,6 Mb
Release : 2008-08-12
Category : Art
ISBN : 9780123744470

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Game Usability by Katherine Isbister,Noah Schaffer Pdf

Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.

Universal Design in Video Games

Author : Adam Palmquist
Publisher : Springer Nature
Page : 310 pages
File Size : 46,9 Mb
Release : 2024-05-21
Category : Electronic
ISBN : 9783031305955

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Universal Design in Video Games by Adam Palmquist Pdf

Multimodal Approaches to Media Discourses

Author : Tim Griebel,Stefan Evert,Philipp Heinrich
Publisher : Routledge
Page : 225 pages
File Size : 44,8 Mb
Release : 2020-08-18
Category : Business & Economics
ISBN : 9781000097924

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Multimodal Approaches to Media Discourses by Tim Griebel,Stefan Evert,Philipp Heinrich Pdf

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

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

Author : Andrei Nae
Publisher : Routledge
Page : 256 pages
File Size : 46,9 Mb
Release : 2021-09-09
Category : Games & Activities
ISBN : 9781000440652

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Immersion, Narrative, and Gender Crisis in Survival Horror Video Games by Andrei Nae Pdf

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

Stylistic Approaches to Pop Culture

Author : Christoph Schubert,Valentin Werner
Publisher : Taylor & Francis
Page : 270 pages
File Size : 41,9 Mb
Release : 2022-08-10
Category : Language Arts & Disciplines
ISBN : 9781000619218

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Stylistic Approaches to Pop Culture by Christoph Schubert,Valentin Werner Pdf

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.

Games User Research

Author : Miguel Angel Garcia-Ruiz
Publisher : CRC Press
Page : 311 pages
File Size : 49,8 Mb
Release : 2017-12-19
Category : Computers
ISBN : 9781498706421

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Games User Research by Miguel Angel Garcia-Ruiz Pdf

"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." —Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.

Empirical Multimodality Research

Author : Jana Pflaeging,Janina Wildfeuer,John A. Bateman
Publisher : Walter de Gruyter GmbH & Co KG
Page : 295 pages
File Size : 52,5 Mb
Release : 2021-11-08
Category : Language Arts & Disciplines
ISBN : 9783110725001

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Empirical Multimodality Research by Jana Pflaeging,Janina Wildfeuer,John A. Bateman Pdf

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.

Approaches to Videogame Discourse

Author : Astrid Ensslin,Isabel Balteiro
Publisher : Bloomsbury Publishing USA
Page : 331 pages
File Size : 42,9 Mb
Release : 2019-05-02
Category : Social Science
ISBN : 9781501338465

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Approaches to Videogame Discourse by Astrid Ensslin,Isabel Balteiro Pdf

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.

Simulation and Gaming for Social Impact

Author : Casper Harteveld,Steven Sutherland,Giovanni Troiano,Heide Lukosch,Sebastiaan Meijer
Publisher : Springer Nature
Page : 233 pages
File Size : 51,9 Mb
Release : 2023-07-18
Category : Computers
ISBN : 9783031371714

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Simulation and Gaming for Social Impact by Casper Harteveld,Steven Sutherland,Giovanni Troiano,Heide Lukosch,Sebastiaan Meijer Pdf

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.

Understanding Video Games

Author : Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca
Publisher : Routledge
Page : 387 pages
File Size : 44,5 Mb
Release : 2015-12-07
Category : Games & Activities
ISBN : 9781317533139

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Understanding Video Games by Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca Pdf

Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

The Authoring Problem

Author : Charlie Hargood,David E. Millard,Alex Mitchell,Ulrike Spierling
Publisher : Springer Nature
Page : 344 pages
File Size : 53,8 Mb
Release : 2023-01-01
Category : Computers
ISBN : 9783031052149

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The Authoring Problem by Charlie Hargood,David E. Millard,Alex Mitchell,Ulrike Spierling Pdf

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.

A Multimodal Perspective on Applied Storytelling Performances

Author : Soe Marlar Lwin
Publisher : Routledge
Page : 186 pages
File Size : 45,5 Mb
Release : 2019-09-18
Category : Language Arts & Disciplines
ISBN : 9781351059978

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A Multimodal Perspective on Applied Storytelling Performances by Soe Marlar Lwin Pdf

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.

Multimodal Communication in Intercultural Interaction

Author : Ulrike Schröder,Elisabetta Adami,Jennifer Dailey-O'Cain
Publisher : Taylor & Francis
Page : 251 pages
File Size : 42,6 Mb
Release : 2023-02-24
Category : Language Arts & Disciplines
ISBN : 9781000846911

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Multimodal Communication in Intercultural Interaction by Ulrike Schröder,Elisabetta Adami,Jennifer Dailey-O'Cain Pdf

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.