The paper is aimed at proving the hypothesis that multimodal construction in video games can foll... more The paper is aimed at proving the hypothesis that multimodal construction in video games can follow specific discursive aims in the process of persuading game players. In order to prove this, we have performed a multifaceted analysis which elaborated the ways in which different modalities in a representative video game combine so as to convince the player to act, play, and perhaps think accordingly. The multimodal approach employed in the paper combines the notion of discourse aims and the rhetorical and argumentative structure of Metal Gear Solid, and analyses different narrative strategies and verbal cues, as well as the overall interface, control, and gameplay. The results suggest that verbal and textual cues combine with audio-visual elements and highly specific gameplay strategies in order to refrain the player from killing enemies. This might indicate that video games are likely to possess a great persuasive power, as they are both multimodal and highly interactive.
The paper (1) analyses the computer game Braid with regard to the TIME IS SPACE/MOTION metaphor a... more The paper (1) analyses the computer game Braid with regard to the TIME IS SPACE/MOTION metaphor and the multimodal approach, (2) links the possibilities of such a study to the existing studies of temporality in video games, and (3) explores the link between the game’s narrative and its gameplay mechanics based on the TIME IS SPACE/MOTION metaphor. The theoretical section briefly overviews Conceptual Metaphor Theory, the TIME IS SPACE/MOTION metaphor, multimodality, CMT in video games, time in video games, as well as several studies related to the game. The main section investigates Braid so as to evaluate the ways in which the TIME IS SPACE/MOTION metaphor operates within each of the game worlds and how this affects the narrative and the gameplay. The complex, unconventional relations existing among time, space, motion and causality result in a unique coupling between the narrative and the use of the TIME IS SPACE/MOTION metaphor.
The paper is aimed at proving the hypothesis that multimodal construction in video games can foll... more The paper is aimed at proving the hypothesis that multimodal construction in video games can follow specific discursive aims in the process of persuading game players. In order to prove this, we have performed a multifaceted analysis which elaborated the ways in which different modalities in a representative video game combine so as to convince the player to act, play, and perhaps think accordingly. The multimodal approach employed in the paper combines the notion of discourse aims and the rhetorical and argumentative structure of Metal Gear Solid, and analyses different narrative strategies and verbal cues, as well as the overall interface, control, and gameplay. The results suggest that verbal and textual cues combine with audio-visual elements and highly specific gameplay strategies in order to refrain the player from killing enemies. This might indicate that video games are likely to possess a great persuasive power, as they are both multimodal and highly interactive.
The paper (1) analyses the computer game Braid with regard to the TIME IS SPACE/MOTION metaphor a... more The paper (1) analyses the computer game Braid with regard to the TIME IS SPACE/MOTION metaphor and the multimodal approach, (2) links the possibilities of such a study to the existing studies of temporality in video games, and (3) explores the link between the game’s narrative and its gameplay mechanics based on the TIME IS SPACE/MOTION metaphor. The theoretical section briefly overviews Conceptual Metaphor Theory, the TIME IS SPACE/MOTION metaphor, multimodality, CMT in video games, time in video games, as well as several studies related to the game. The main section investigates Braid so as to evaluate the ways in which the TIME IS SPACE/MOTION metaphor operates within each of the game worlds and how this affects the narrative and the gameplay. The complex, unconventional relations existing among time, space, motion and causality result in a unique coupling between the narrative and the use of the TIME IS SPACE/MOTION metaphor.
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