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A Multimodal Approach to Video Games and the Player Experience

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Release : 2018-10-10
Genre : Language Arts & Disciplines
Kind : eBook
Book Rating : 75X/5 ( reviews)

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Book Synopsis A Multimodal Approach to Video Games and the Player Experience by : Weimin Toh

Download or read book A Multimodal Approach to Video Games and the Player Experience written by Weimin Toh. This book was released on 2018-10-10. Available in PDF, EPUB and Kindle. Book excerpt: This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.

Multimodal Semiotics and Rhetoric in Videogames

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Release : 2018-09-14
Genre : Language Arts & Disciplines
Kind : eBook
Book Rating : 715/5 ( reviews)

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Book Synopsis Multimodal Semiotics and Rhetoric in Videogames by : Jason Hawreliak

Download or read book Multimodal Semiotics and Rhetoric in Videogames written by Jason Hawreliak. This book was released on 2018-09-14. Available in PDF, EPUB and Kindle. Book excerpt: This book merges recent trends in game studies and multimodal studies to explore the relationship between the interaction between videogames’ different modes and the ways in which they inform meaning for both players and designers. The volume begins by laying the foundation for integrating the two disciplines, drawing upon social semiotic and discourse analytic traditions to examine their relationship with meaning in videogames. The book uses a wide range of games as examples to demonstrate the medium’s various forms of expression at work, including audio, visual, textual, haptic, and procedural modes, with a particular focus on the procedural form, which emphasizes processes and causal relationships, to better showcase its link with meaning-making. The second half of the book engages in a discussion of different multimodal configurations and user generated content to show how they contribute to the negotiation of meaning in the player experience, including their role in constructing and perpetuating persuasive messages and in driving interesting and unique player decisions in gameplay. Making the case for the benefits of multimodal approaches to game studies, this volume is key reading for students and researchers in multimodal studies, game studies, rhetoric, semiotics, and discourse analysis.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Release : 2014-12-02
Genre : Education
Kind : eBook
Book Rating : 420/5 ( reviews)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee. This book was released on 2014-12-02. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Universal Design in Video Games

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Genre :
Kind : eBook
Book Rating : 957/5 ( reviews)

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Book Synopsis Universal Design in Video Games by : Adam Palmquist

Download or read book Universal Design in Video Games written by Adam Palmquist. This book was released on . Available in PDF, EPUB and Kindle. Book excerpt:

Multimodal Approaches to Media Discourses

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Release : 2020-08-18
Genre : Business & Economics
Kind : eBook
Book Rating : 927/5 ( reviews)

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Book Synopsis Multimodal Approaches to Media Discourses by : Tim Griebel

Download or read book Multimodal Approaches to Media Discourses written by Tim Griebel. This book was released on 2020-08-18. Available in PDF, EPUB and Kindle. Book excerpt: Multimodal Approaches to Media Discourses brings together contributions from an interdisciplinary group of scholars on corpus-assisted analyses of multimodal data on austerity discourses in the United Kingdom, which extend and expand on the understanding of austerity but also of the methodologies used to analyse multimodal corpora. The volume demonstrates how the austerity measures introduced in response to global economic and financial crises in recent years can be viewed as being more complexly layered than they appear, not simply reduced to their connections to spending cuts and fiscal debt. The book employs an innovative methodological approach, in which established and emerging scholars from linguistics and computational and social sciences critically reflect on the exact same set of data – multimodal texts and articles from The Guardian and The Daily Telegraph from 2010 to 2016. This framework allows for the exploration of the role of the media in mediating the public’s assessment of austerity and the ideas, actors, emotions, geographies and broader material context which contribute to such perceptions. In so doing, the volume also offers unique insights into systematic analyses to multimodal data which may be applied to other topics and connected with other disciplines. Enhancing our awareness and assessment of austerity in public discourse and of the methodologies to study it, this book is key reading for students and researchers in discourse analysis, corpus linguistics, multimodality, and those working at the intersection of these fields.

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