Transcript

M U LT I M O D A L M E TA P H O R S A N D G A M E C H A R A C T E R D E S I G N

F E L I X S C H R Ö T E R , U N I V E R S I T Y O F H A M B U R G

MEDIALITY AND MULTIMODALITY ACROSS MEDIA WINTER SCHOOL AT THE GRADUATE ACADEMY OF THE UNIVERSITY OF TUEBINGEN, GERMANYJANUARY 29, 2014

[email protected] @felixjs www.felixschroeter.de

multimodality

ling

uist

ics

film studies

gam

e st

udie

sO’HALLORAN 2004

narratology

KRESS/VAN LEUWEN 2001

sem

iotic

s

PAGE 2010

BATEMAN/SCHMIDT 2010

DENA 2010

‣ address players through multiple sensory channels,

‣ rely on players’ input through different multimodal control schemes (Oviatt 2002),

‣ combine ‘narrative’ and ‘game’ modes (Dena 2010).

V I D E O G A M E S …

– C H A R L E S F O R C E V I L L E ( 2 0 0 9 : 2 4 )

„[M]ultimodal metaphors are metaphors whose target and source are each represented exclusively

or predominantly in different modes.“

C L A I M

Audiovisual metaphors are used in game character design to integrate multi-sensory experiences with

higher cognitive meaning and ‘merge’ ludic and narrative dimensions of characters.

M U LT I M O D A L I T Y A N D C O N C E P T U A L M E TA P H O R T H E O R Y

Conceptual Metaphor Theory (CMT)

• Human beings make sense of (abstract) phenomena by understanding them metaphorically in terms of physical, concrete phenomena (Lakoff/Johnson 1980).

• In conceptual metaphors (e.g. LIFE IS A JOURNEY) elements of a source domain (JOURNEY) are mapped onto elements of a target domain (LIFE).

M U LT I M O D A L I T Y A N D C O N C E P T U A L M E TA P H O R T H E O R Y

• pictorial / visual metaphors (e.g. Kennedy 1982)

• audiovisual metaphors (e.g. Forceville 2006, Fahlenbrach 2010)

• multimodal metaphors (e.g. Forceville/Urios-Aparisi 2009)

M U LT I M O D A L I T Y A N D C O N C E P T U A L M E TA P H O R T H E O R Y

LIFE IS A JOURNEY

The Straight Story (USA 1999)

– s e e K AT H R I N FA H L E N B R A C H ( 2 0 1 0 : 9 3 – 9 4 )

audiovisual metaphors = intentionally designed symbolical forms that refer to conceptual metaphors in their specific use of pictures, sounds, and movement

M U LT I M O D A L I T Y A N D C O N C E P T U A L M E TA P H O R T H E O R Y

ANGER IS LOSS OF BALANCE

Crank (USA 2006)

M U LT I M O D A L I T Y A N D C O N C E P T U A L M E TA P H O R T H E O R Y

MADNESS IS LOSS OF BALANCE

Batman: Arkham Asylum (Rocksteady/Eidos Interactive 2009)

V I D E O G A M E S A N D M E TA P H O R S

• interface as metaphor for the game as an information system (Järvinen 2007, Schrape 2012)

• simulation as metaphor for real-world processes (Aarseth 2001, Juul 2005, or Bogost 2011)

• conceptual metaphors in game rhetoric (Bogost 2005), aesthetics (Rusch 2009, Begy 2010), and story structure (Kromhout 2010, Kromhout/Forceville 2013)

M U LT I M O D A L M E TA P H O R S A N D G A M E C H A R A C T E R D E S I G N

Possible target domains: POWER, HEROISM, VIRTUE

M U LT I M O D A L M E TA P H O R S A N D G A M E C H A R A C T E R D E S I G N

• structural metaphor: source domain provides rich knowledge structure for the target concept (Kövecses 2010)

‣ LIFE IS A JOURNEY

‣ TIME IS MOTION

M U LT I M O D A L M E TA P H O R S A N D G A M E C H A R A C T E R D E S I G N

PURPOSIVE ACTIVITY IS MOVING FORWARD TOWARD A DESTINATION

Batman: Arkham City (Rocksteady/WB Interactive 2011)

M U LT I M O D A L M E TA P H O R S A N D G A M E C H A R A C T E R D E S I G N

POWER IS SELF-PROPELLED MOTION

InFamous (Sucker Punch/Sony 2009)

M U LT I M O D A L M E TA P H O R S A N D G A M E C H A R A C T E R D E S I G N

• orientational metaphor: maps basic mental schemas of spatial orientation on (typically abstract) target concepts (Kövecses 2010)

‣ MORE IS UP | LESS IS DOWN

‣ VIRTUE IS UP | LACK OF VIRTUE IS DOWN

‣ CONTROL IS UP | LACK OF CONTROL IS DOWN

M U LT I M O D A L M E TA P H O R S A N D G A M E C H A R A C T E R D E S I G N

VIRTUE IS UP | CONTROL IS UP

InFamousBatman: Arkham City

M U LT I M O D A L M E TA P H O R S A N D G A M E C H A R A C T E R D E S I G N

• ontological metaphor: gives (mostly abstract) target concepts a new ontological status as objects, substances, or containers (Kövecses 2010)

• allows for further structuring through structural metaphors

‣ STATE AS CONTAINER („being in love“)

‣ ACTION AS OBJECT („giving someone a call“)

M U LT I M O D A L M E TA P H O R S A N D G A M E C H A R A C T E R D E S I G N

POWER IS A SUBSTANCE | HUMAN IS A CONTAINER

InFamous

M U LT I M O D A L M E TA P H O R S A N D G A M E C H A R A C T E R D E S I G N

POWER IS A SUBSTANCE | HUMAN IS A CONTAINER

The Elder Scrolls V: Skyrim (Bethesda 2011)

C O N C L U S I O N

Audiovisual metaphors are used in game character design to integrate multi-sensory experiences with

higher cognitive meaning and ‘merge’ ludic and narrative dimensions of characters.

T H A N K Y O U [email protected]

@felixjs

www.felixschroeter.de

• Aarseth, Espen. 2001. “Allegories of Space. The Question of Spatiality in Computer Games.” In Cybertext Yearbook 2000, edited by Markku Eskelinen and Raine Koskimaa, pp. 152–171. Jyväskylä: University of Jyväskylä.

• Bateman, John A., and Karl-Heinrich Schmidt. 2012. Multimodal Film Analysis. How Film Mean. New York/London: Routledge.

• Begy, Jason. 2010. “Interpreting Abstract Games: The Metaphorical Potential of Formal Game Elements.“ MA thesis, Cambridge, MA: MIT. Accessed December 12, 2014.

• Bogost, Ian. 2005. “Frame and Metaphor in Political Games.” In Proceedings of the DiGRA 2005 Conference. Vancouver: DiGRA. Accessed December 12, 2014.

• Bogost, Ian. 2011. How to Do Things with Videogames. Minneapolis: University of Minnesota Press.

• Dena, Christy. 2010. “Beyond Multimedia, Narrative, and Game: The Contributions of Multimodality and Polymorphic Fictions.” In New Perspectives on Narrative and Multimodality, edited by Ruth Page, pp. 183–201. New York/London: Routledge.

• Fahlenbrach, Kathrin. 2010. Audiovisuelle Metaphern. Zur Körper- und Affektästhetik in Film und Fernsehen. Marburg: Schüren.

• Fahlenbrach, Kathrin. In prep. “Affective Spaces and Metaphors in Video Games.” In Games, Cognition, and Emotion. Essays in Cognitive Video Game Studies, edited by Bernard Perron and Felix Schröter. Jefferson, NC: McFarland.

• Forceville, Charles. 2006. “The Source-Path-Goal Schema in the Autobiographical Journey Documentary: McElwee, Van der Keuken, Cole.” In New Review of Film and Television Studies 4: 241–261.

• Forceville, Charles. 2009. “Non-Verbal and Multimodal Metaphor in a Cognitivist Framework: Agendas for Research.” In Multimodal Metaphor, edited by Charles Forceville and Eduardo Urios-Aparisi, pp. 19–42. Berlin/New York: de Gruyter.

• Forceville, Charles, and Eduardo Urios-Aparisi. 2009. “Introduction.” In Multimodal Metaphor, edited by Charles Forceville and Eduardo Urios-Aparisi, pp. 3–17. Berlin/New York: de Gruyter.

• Järvinen, Aki. 2008. Games Without Frontiers. Theories and Methods for Game Studies and Design. PhD thesis, University of Tampere.

• Juul, Jesper. 2005. Half-Real. Video Games between Real Rules and Fictional Worlds. Cambridge, MA: MIT Press.

• Kennedy, John M. 1982. “Metaphor in Pictures”. In Perception 11: 589–605.

• Kövecses, Zoltán. 2010. Metaphor. A Practical Introduction. Second Edition. Oxford/New York: Oxford University Press.

• Kress, Gunter, and Theo van Leeuwen. 2001. Multimodal Discourse: The Modes and Media of Contemporary Communication. London: Arnold.

• Kromhout, Roelf. 2010. Source-Path-Goal Structure in Multimodal and Interactive Videogames: Half-Life 2, Grim Fandango and Heavy Rain. MA thesis, University of Amsterdam.

• Kromhout, Roelf, and Charles Forceville. 2013. “LIFE IS A JOURNEY. The Source-Path-Goal Schema in the Videogames Half-Life, Heavy Rain, and Grim Fandango.” Metaphor and the Social World 3(1): 100–116.

• Lakoff, George, and Mark Johnson. 1980. Metaphors We Live By. Chicago: Chicago University Press.

• O’Halloran, Kay L. (ed.). 2004. Multimodal Discourse Analysis. Systemic-Functional Perspectives. London/New York: continuum.

• Oviatt, Sharon. 2002. “Multimodal interfaces.” In The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, edited by Julie A. Jacko and Andrew Sears, pp. 286–304. Hilssdale, NJ: Erlbaum.

• Page, Ruth (ed.). 2010. New Perspectives on Narrative and Multimodality. New York/London: Routledge.

• Rusch, Doris. 2009. “Mechanisms of the Soul. Tackling the Human Condition in Videogames.” In Breaking New Ground: Innovation in Games, Play, Practice, and Theory. Proceedings of the DiGRA 2009 Conference. Brunel: DiGRA.

• Schrape, Niklas. 2012. Die Rhetorik von Computerspielen. Wie politische Spiele überzeugen. Frankfurt/New York, NY: Campus Verlag.


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