Multimodal Semiotics and Rhetoric in Videogames

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Author :
Publisher : Routledge
ISBN 13 : 1351659715
Total Pages : 171 pages
Book Rating : 4.3/5 (516 download)

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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 and published by Routledge. This book was released on 2018-09-14 with total page 171 pages. 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.

A Multimodal Approach to Video Games and the Player Experience

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Author :
Publisher : Routledge
ISBN 13 : 135118475X
Total Pages : 241 pages
Book Rating : 4.3/5 (511 download)

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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 and published by Routledge. This book was released on 2018-10-10 with total page 241 pages. 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.

Approaches to Videogame Discourse

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501338463
Total Pages : 331 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Approaches to Videogame Discourse by : Astrid Ensslin

Download or read book Approaches to Videogame Discourse written by Astrid Ensslin and published by Bloomsbury Publishing USA. This book was released on 2019-05-02 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Literature, Videogames and Learning

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Publisher : Routledge
ISBN 13 : 1000404064
Total Pages : 232 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Literature, Videogames and Learning by : Andrew Burn

Download or read book Literature, Videogames and Learning written by Andrew Burn and published by Routledge. This book was released on 2021-06-29 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative book explores links between literature and videogames, and how designing and playing games can transform our understanding of literature. It shows how studying literature through the lens of videogames can provide new insights into narrative and creative engagement with the text. The book sets out theories of narrative aesthetics and multimodality in literature and videogames, alongside models of literacy needed for such cultural and creative engagement. It goes on to examine game adaptations of children’s literature; and a series of videogames made by students based on Beowulf and Macbeth. In each case, the book considers ways in which the original text has been transformed by the process of game design, and what fresh light this casts on the literary narrative. It also considers what kind of learning, creative production, and cultural engagement is apparent in the game designs and emphasises the importance of treating games as a narrative medium in their own right. With a unique approach to the aesthetics of narrative in literature and videogames, the book will be of great interest to researchers, academics, and post-graduate students in the fields of literature, pedagogy, and game studies.

Empirical Multimodality Research

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110725002
Total Pages : 295 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Empirical Multimodality Research by : Jana Pflaeging

Download or read book Empirical Multimodality Research written by Jana Pflaeging and published by Walter de Gruyter GmbH & Co KG. This book was released on 2021-11-08 with total page 295 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

What Is a Game?

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Author :
Publisher : McFarland
ISBN 13 : 1476639019
Total Pages : 292 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis What Is a Game? by : Gaines S. Hubbell

Download or read book What Is a Game? written by Gaines S. Hubbell and published by McFarland. This book was released on 2020-02-14 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.

Current Trends in EMI and Multimodality in Higher Education

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1003834337
Total Pages : 275 pages
Book Rating : 4.0/5 (38 download)

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Book Synopsis Current Trends in EMI and Multimodality in Higher Education by : Vicent Beltrán-Palanques

Download or read book Current Trends in EMI and Multimodality in Higher Education written by Vicent Beltrán-Palanques and published by Taylor & Francis. This book was released on 2024-07-08 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: Looking at both English Medium Instruction (EMI) and multimodality in higher education, this edited volume bridges the gap between the two contexts by offering various new insights into fundamentals in multilingual education, EMI discourse and current teaching practices in internationalised contexts. Current demands in communication, especially in higher-education contexts, require examining EMI from a multimodal perspective with the aim of giving explicit attention to modern discourse practices. The contributors reflect on the principles guiding EMI and multimodality and their application in higher education using both practical examples and data-driven evidences. They discuss EMI multimodal discourse from an empirical perspective to unveil communicative practices in internationalised higher-education contexts; and exemplify classroom applications and ESP and EAP pedagogical practices that promote multimodal competence in higher education. The contributors provide solid theoretical foundations, key principles, research evidence and pedagogical implications that inform current methodologies and practices for EMI, ESP and EAP, as well as multimodality in higher education. This volume on EMI and multimodality in higher education will have broad appeal for researchers worldwide from various fields of expertise within education and applied linguistics.

Comics and Videogames

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Publisher : Routledge
ISBN 13 : 100022421X
Total Pages : 361 pages
Book Rating : 4.0/5 (2 download)

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Book Synopsis Comics and Videogames by : Andreas Rauscher

Download or read book Comics and Videogames written by Andreas Rauscher and published by Routledge. This book was released on 2020-10-18 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.

Digital Literacies and Interactive Media

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000636348
Total Pages : 180 pages
Book Rating : 4.0/5 (6 download)

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Book Synopsis Digital Literacies and Interactive Media by : Earl Aguilera

Download or read book Digital Literacies and Interactive Media written by Earl Aguilera and published by Taylor & Francis. This book was released on 2022-08-19 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text responds to changing literacy practices in the digital age by developing an interdisciplinary framework for analysis of digital content created by students. Drawing on scholarship that expands traditional understandings of literacy to account for new ways in which students engage with interactive text and media, Aguilera develops a methodological toolkit for formal analysis of multimodal representations. This book frames the central challenges faced by researchers entering the field of digital literacy studies, presents a nuanced discussion of digital mediation, and brings these topics to life in the case study of a Code Club, a library-based computer programming club for elementary, middle, and high school students. The three-dimensional framework, which offers a schema for analysis of multimodal content, computational procedures, and contextual factors involved in the creation and interpretation of digital content, serves as a much-needed framework for the critical analysis of digital multimodal composition. This text will benefit researchers, academics, and educators in the areas of language and literacy, multimodality, and technology and digital innovation in education.

Toward Critical Multimodality

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Author :
Publisher : IAP
ISBN 13 :
Total Pages : 384 pages
Book Rating : 4.8/5 (873 download)

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Book Synopsis Toward Critical Multimodality by : Katarina Silvestri

Download or read book Toward Critical Multimodality written by Katarina Silvestri and published by IAP. This book was released on 2023-06-01 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume seeks to answer the question, “What does it mean to be a critical multimodal scholar in educational spaces?” Toward Critical Multimodality highlights how choices made throughout multimodal design and research processes are critically-oriented and inextricably linked to power. We show how social semiotics and multimodality inform engagement with criticality in educational spaces through questioning dominant narratives (e.g., white, cisheteropatriarchal, ableist, classist perspectives), exploring relationships between selves and space, problematizing and reimagining educational practices, and dreaming of educational futures that are just, anti-oppressive, and with room for all to thrive while learning. These chapters demonstrate how studying multiple modalities in interaction (e.g., image, writing, color, spatial layout, gaze, proxemics, gestures) can reveal how power operates, provide students with opportunities to explore themselves and their identities with respect to power, and provide a vehicle for scholars to disrupt and transform oppressive educational practices. Furthermore, multiple chapters show alternative ways to display, construct and share knowledge as transformative pedagogical practice in learning environments. We reframe social semiotics and multimodality as an integral part of decentering dominant ideas of power and what “counts” as purposeful meaning making by highlighting how criticality and multimodality integrate theoretically and methodologically.

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

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Author :
Publisher : Routledge
ISBN 13 : 1000440656
Total Pages : 256 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Immersion, Narrative, and Gender Crisis in Survival Horror Video Games by : Andrei Nae

Download or read book Immersion, Narrative, and Gender Crisis in Survival Horror Video Games written by Andrei Nae and published by Routledge. This book was released on 2021-09-09 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Game Poems

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Publisher : Amherst College Press
ISBN 13 : 1943208530
Total Pages : 220 pages
Book Rating : 4.9/5 (432 download)

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Book Synopsis Game Poems by : Jordan Magnuson

Download or read book Game Poems written by Jordan Magnuson and published by Amherst College Press. This book was released on 2023-05-12 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: Scholars, critics, and creators describe certain videogames as being “poetic,” yet what that means or why it matters is rarely discussed. In Game Poems: Videogame Design as Lyric Practice, independent game designer Jordan Magnuson explores the convergences between game making and lyric poetry and makes the surprising proposition that videogames can operate as a kind of poetry apart from any reliance on linguistic signs or symbols. This rigorous and accessible short book first examines characteristics of lyric poetry and explores how certain videogames can be appreciated more fully when read in light of the lyric tradition—that is, when read as “game poems.” Magnuson then lays groundwork for those wishing to make game poems in practice, providing practical tips and pointers along with tools and resources. Rather than propose a monolithic framework or draw a sharp line between videogame poems and poets and their nonpoetic counterparts, Game Poems brings to light new insights for videogames and for poetry by promoting creative dialogue between disparate fields. The result is a lively account of poetic game-making praxis. “Everyone who loves the true power of games will benefit from the treasure trove of insights in Game Poems.” — Jesse Schell, author of The Art of Game Design “Magnuson shines a sensitive and incisive light on small, often moving, videogames.” — D. Fox Harrell, Ph.D., Professor of Digital Media, Computing, and Artificial Intelligence, MIT “[Game Poems] tells a new story about games— that games can be lyrical, beautiful, emotionally challenging—to inspire creators and critics alike.” —Noah Wardrip-Fruin, author of How Pac-Man Eats “Even as the news swells with impending doom for creativity, writing, and text itself, this literate and crafty book pursues poetry not through implacable algorithms but in concrete and personal play. It should be an indispensable guide for anyone who aims to maintain the true, human promise of technical poetics.”—Stuart Moulthrop, coauthor of Twining: Critical and Creative Approaches to Hypertext Narratives “For far too long videogames have flourished – and commanded both capital and attention – in a kind of counterculture that they seem to have created as if ex nihilo for themselves and their players. But we are these players, and their culture has always been integrated with all of our own. In this evenhanded artist-scholar’s ars poetica Jordan Magnuson respects the material cultural specificity of videogames while regarding them through the ‘lens of poetry’ in order to discover – and help create – a practice and an art of Game Poems within the wider field. Magnuson formally, int(erv)entionally embraces this art as lyrically poetic.”—John Cayley, Brown University “In Game Poems, Magnuson listens carefully to videogames, and hears them speak to questions of art, language, and meaning that connect our written past to our software future. Read this book and you will hear it too.”—Frank Lantz, Director, NYU Game Center “Jordan Magnuson has created a work that ties together the worlds of poetry and videogames in a deep and enlightening way. For those of us who care about the potential of poetic games, Jordan greatly improves the language of how we talk about them and expands our ability to see what this unique form can become. This is one of my favorite books on game design and I apologize in advance to those whom I will end up cornering and not being able to stop talking to about it.”—Benjamin Ellinger, Game Design Program Director, DigiPen Institute of Technology “A groundbreaking and accessible book that helps us think about games as poems. With patient tenacity, Magnuson teases out what he felt for years as he engaged in his own practice of making videogames. His mission to help us apply a ‘lyric reading’ to games so that our engagement with, and appreciation of, games can be enhanced feels deeply personal. Drawing from a wide range of games and computational media scholars, poetry scholars, game creators, and poets, Magnuson provides a rigorous, balanced, and unique interdisciplinary contribution. A must-read for videogame scholars, practicing game makers, and anyone interested in the potential of ‘game poems.’”—Susana Ruiz, University of California, Santa Cruz “This book tenaciously wrenches videogame hermeneutics from the insatiable maws of rhetoric and narratology—to the cheers of poets everywhere. In elucidating the lyric characteristics of the "game poem," Magnuson demonstrates not just that poetry is a useful lens for understanding videogames, but also that videogames can be a useful lens for understanding poetry. A rewarding text for scholars, game designers, poets, and anyone in between.”—Allison Parrish, Interactive Telecommunications Program and Interactive Media Arts, NYU “A concise, passionate articulation - and defense! - of an artistic space between poems and videogames. If game scholars wish to prove that they are not engaged merely in an apologetics for violent pornography, they need only to teach this book.”—Chris Bateman, author of Imaginary Games and 21st Century Game Design “I feel I've found a kindred spirit in Jordan Magnuson and his practical recommendations for creating distilled, compelling, personal videogames – throw out the conventions of game design one at a time? Yes, please! The revelation for me in this book, however, is the heat and power of the language of poets and poetry brought close to videogame design. There's much in here worth pursuing to kindle the fires of new and exciting videogame poems, and Jordan is a capable and delightfully humble guide.”—Pippin Barr, author of How to Play a Video Game and The Stuff Games Are Made Of “With Game Poems, Jordan Magnuson lays to rest any last vestige of the notion that the implicit limits of games are as ‘entertainment products’. By taking games seriously as successors of the lyric poetry tradition, he opens up new avenues for how game designers can think about what they do, how critical game theorists can approach their many-faceted object of study, and how players can more fully engage with videogames.”—Soraya Murray, author of On Video Games “Game Poems shines an important light on a neglected area of videogame theory and provides unique guidance for those interested in exploring the poetic potential of videogames.”—Jenova Chen, designer of Flow, Flower, Journey, and Sky: Children of the Light “Popular frameworks for video game scholarship consistently fail to account for the most avant-garde and affective works of interactive art. With Game Poems, Jordan Magnuson provides not only a lens to understand these diverse and important titles but also a guide to constructing the next generation of personal and incisive games. With numerous examples from decades of experimental games, including Magnuson's own minimalist and insightful work, this book is an excellent introduction to the form for neophytes as well as finally providing words to describe a movement that many experienced game poets previously understood only intuitively.”—Gregory Avery-Weir, creator of The Majesty of Colors and Looming “Jordan Magnuson is one of a surprisingly small group of artists who see in the technology of videogames a versatile medium capable of expressing much more than conventional games.”—Michaël Samyn, co-founder, Tale of Tales; co-creator of Sunset, The Graveyard, and The Path “So much has been written about what games are, and yet there’s always a new way of thinking about them. In Jordan Magnuson’s Game Poems we discover that games are also a lyrical form of art; that games can be understood as poetry, and that the making games as poetry creates new modes of artistic expression. Jordan Magnuson’s book is a fascinating exploration of games as poetry, and the poetry of play.”—Miguel Sicart, author of Play Matters, Beyond Choices: The Design of Ethical Gameplay, and Playing Software “In Game Poems, I found a new perspective on the kind of videogames that are dearest to me: short, personal, poetic games. By looking at games through the lens of lyric poetry, Jordan Magnuson puts into focus the workings of that mysterious hodgepodge of audio, visuals, and interactivity: the language of videogames. Both experienced and novice game makers will find approachable, practical advice on the craft of videogames. And anyone who plays short games will find new ways of appreciating and talking about them. I know I will be returning to it for inspiration when making my own small games!”—Adam Le Doux, creator of Bitsy “As a creator and researcher, Jordan Magnuson has been able to demonstrate through the utmost visual simplicity, by enhancing basic geometric forms, the empathetic capacity of the videogame medium. Game Poems explores this idea and the reconfiguration of the videogame beyond its ludic component, highlighting the artistic and poetic potential of games.”—Antonio César Moreno Cantano, University Complutense of Madrid “Poems ask us to slow down, pay attention, and take the time to appreciate our experiences. Emerging from Magnuson's need to find ways to talk about his own creative practice, this book is all about discovering ways to do this with videogames. Magnuson explores what it means to view videogames as poetry, and provides insight, as a practitioner, on how to make game poems that enable and encourage this type of reflection. Drawing on a wide range of sources, from literature and philosophy to game studies and game design, this book covers a lot of material, but always remains grounded in concrete examples and solid theory. The book ends with a call to “go make some game poems!” After reading the book, I was keen to do exactly that. I urge you to do the same!”—Alex Mitchell, National University of Singapore “To many, poetry is a dying – or dead – art form. Few people sit down at night to open their favorite poet’s chapbook with the latest streaming service at hand or their favorite videogame console sitting nearby. Spectacle seems to be the cultural norm, and this can be no more evident than in videogames: when the latest and greatest offers 60+ hours of spine-tingling excitement, why would someone want to launch a smaller-form game about expressions such as love, death, loneliness, or even God? But, as Jordan Magnuson, in his new book Games Poems, shows, poems have always been an integral piece of forming human culture. Poems have the ability to get right to the heart of the matter and, in fact, pierce the heart of the reader. Poems can be a form of cultural resistance, and even launch revolutions. Magnuson’s book highlights what it means to use the medium of game design as poetry. Magnuson presents several examples of the intricacies of poetry in general, as well as work that fuses the ideals of poetry with game design. Magnuson succinctly examines how the imagination, rhythm, intensity, style – and brevity – of poetry can enlighten the game design process in order to form possibility spaces within videogames that are pointed and powerful.”—Tim Samoff, Games and Interactive Media Program Director, Azusa Pacific University

Revitalising Higher Education

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Author :
Publisher : Cardiff University Press
ISBN 13 : 1911653504
Total Pages : 140 pages
Book Rating : 4.9/5 (116 download)

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Book Synopsis Revitalising Higher Education by : Tracy Bowell

Download or read book Revitalising Higher Education written by Tracy Bowell and published by Cardiff University Press. This book was released on 2024-05-15 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: Puna Aurei / LearnFest is an annual teaching and learning symposium hosted by Te Puna Ako - Centre for Tertiary Teaching & Learning at Te Whare Wānanga o Waikato / The University of Waikato in Hamilton, Aotearoa New Zealand. This event, since its inception in 2016, has evolved from a local face-to-face gathering to a global online forum, particularly during the Covid pandemic. The 2022 edition, hosted online in partnership with Cardiff University (UK) as the world emerged from the Covid pandemic, had the theme of ‘Revitalisation’. This acknowledged the broad spectrum of rejuvenation underway in higher education, whether institutionally, within discipline-specific teaching, or regarding individual practice. This volume, the first of its kind from LearnFest, is timely, as it reflects on the profound disruptions caused by the global pandemic across educational landscapes. Although the final outcome of these changes is still unknown, it is clear that the dynamics of teaching and learning have shifted dramatically. The volume is structured thematically, with the first theme ‘Key Challenges’ exploring the shifts and reconstructions of professional identity post-Covid, the challenges of indigenising a largely Western philosophy curriculum, and potential positive shifts from the pandemic's constraints. The theme of ‘Motivation’ scrutinises the dynamics of student and staff engagement, including studies on adult language learning, collaborative experiments, student course evaluations, and the impact of Covid on motivation levels. The third theme of ‘Gamification’ highlights how innovative teaching pedagogies that embed computer and role-playing games within the classroom can enhance learning experiences and outcomes. Next, ‘Confronting Climate Change’ discusses pragmatic and strategic approaches to meaningfully integrating climate change into both curricula (at an institutional level) and classroom learning (for the individual teacher). Finally, the theme of ‘Revitalising English Medium Instruction’ explores the disruptions and adaptations in international education that were driven by the pandemic, and showcases some practical responses to the abrupt online transition and difficulties in language skill development that resulted. Revitalising Higher Education: Insights from Te Puna Aurei LearnFest 2022 showcases the dynamic shifts in teaching and learning taking place in contemporary higher education. The various case studies and reflective discussions will be of value to anyone interested in the revitalisation of higher education teaching and learning post-pandemic.

Bloomsbury Semiotics Volume 4: Semiotic Movements

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1350139424
Total Pages : 345 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis Bloomsbury Semiotics Volume 4: Semiotic Movements by : Jamin Pelkey

Download or read book Bloomsbury Semiotics Volume 4: Semiotic Movements written by Jamin Pelkey and published by Bloomsbury Publishing. This book was released on 2023-01-12 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bloomsbury Semiotics offers a state-of-the-art overview of the entire field of semiotics by revealing its influence on a wide range of disciplinary perspectives. With four volumes spanning theory, method and practice across the disciplines, this definitive reference work emphasizes and strengthens common bonds shared across intellectual cultures, and facilitates the discovery and recovery of meaning across fields. It comprises: Volume 1: History and Semiosis Volume 2: Semiotics in the Natural and Technical Sciences Volume 3: Semiotics in the Arts and Social Sciences Volume 4: Semiotic Movements Written by leading international experts, the chapters provide comprehensive overviews of the history and status of semiotic inquiry across a diverse range of traditions and disciplines. Together, they highlight key contemporary developments and debates along with ongoing research priorities. Providing the most comprehensive and united overview of the field, Bloomsbury Semiotics enables anyone, from students to seasoned practitioners, to better understand and benefit from semiotic insight and how it relates to their own area of study or research. Volume 4: Semiotic Movements explores relationships between semiotics and closely related contemporary movements, strengthening the dialogue and collaboration between them. The movements examined include communication theory, systems theory, digital humanities, phenomenology, translation studies, multimodality studies, cognitive linguistics, and cognitive science.

Design Perspectives on Multimodal Documents

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Author :
Publisher : Routledge
ISBN 13 : 135160032X
Total Pages : 212 pages
Book Rating : 4.3/5 (516 download)

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Book Synopsis Design Perspectives on Multimodal Documents by : Matthew David Lickiss

Download or read book Design Perspectives on Multimodal Documents written by Matthew David Lickiss and published by Routledge. This book was released on 2019-07-01 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume integrates multimodal theoretical frameworks with those from graphic communication and information design and applies this critical synthesis to the examination of the changes and relationships that occur when multimodal documents are distributed across various means and channels of consumption. Drawing on examples from popular newspapers and store catalogs, the book’s specific focus is on documents as sets, here defined as the collective of all the assorted forms of a document published across multiple mediums and modes. This approach affords a multi-layered analysis of multimodal documents more broadly, in addition to engaging in questions about the very definition of a document and the terminology we use in relation to documents, including genres, mediums, and modes. As both a critical examination of the theoretical frameworks employed in literature on documents and a way forward for new approaches to analyzing multimodal texts, this volume is key reading for students and scholars in multimodality, graphic communication, design, media studies, and information science.

A Multimodal Perspective on Applied Storytelling Performances

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Publisher : Routledge
ISBN 13 : 1351059971
Total Pages : 186 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis A Multimodal Perspective on Applied Storytelling Performances by : Soe Marlar Lwin

Download or read book A Multimodal Perspective on Applied Storytelling Performances written by Soe Marlar Lwin and published by Routledge. This book was released on 2019-09-18 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 Approaches to Media Discourses

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Publisher : Routledge
ISBN 13 : 1000097927
Total Pages : 225 pages
Book Rating : 4.0/5 ( download)

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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 and published by Routledge. This book was released on 2020-08-18 with total page 225 pages. 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.