{"title":"多模态或卢多-叙事的不协调:边缘媒体呈现的二元性","authors":"Daniel Dunne","doi":"10.1145/2677758.2677785","DOIUrl":null,"url":null,"abstract":"Multimodality has been lauded as an important teaching method for the presentation of new media texts in the 20th and 21st century, especially in relation to graphic novels. Multimodality is the incorporation of different modes (or mediums) that work together to create a singular message. However this idea of multimodality hasn't been brought into video game studies. Instead video games have focused upon ergodic literature, at first, and then ludo-narrative dissonance as an explanation for different media types within videogames. However while multimodality has become prevalent within the study of graphic novels, the same can't be said for game studies. This paper explores the relationship between the positive notion of multimodality in graphic novel studies and the negative connotations of ludo-narrative discussion, and ergodic literature within game studies.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"32 2","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Multimodality or Ludo-Narrative Dissonance: Duality of Presentation in Fringe Media\",\"authors\":\"Daniel Dunne\",\"doi\":\"10.1145/2677758.2677785\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Multimodality has been lauded as an important teaching method for the presentation of new media texts in the 20th and 21st century, especially in relation to graphic novels. Multimodality is the incorporation of different modes (or mediums) that work together to create a singular message. However this idea of multimodality hasn't been brought into video game studies. Instead video games have focused upon ergodic literature, at first, and then ludo-narrative dissonance as an explanation for different media types within videogames. However while multimodality has become prevalent within the study of graphic novels, the same can't be said for game studies. This paper explores the relationship between the positive notion of multimodality in graphic novel studies and the negative connotations of ludo-narrative discussion, and ergodic literature within game studies.\",\"PeriodicalId\":444510,\"journal\":{\"name\":\"Proceedings of the 2014 Conference on Interactive Entertainment\",\"volume\":\"32 2\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2014-12-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2014 Conference on Interactive Entertainment\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2677758.2677785\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2014 Conference on Interactive Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2677758.2677785","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Multimodality or Ludo-Narrative Dissonance: Duality of Presentation in Fringe Media
Multimodality has been lauded as an important teaching method for the presentation of new media texts in the 20th and 21st century, especially in relation to graphic novels. Multimodality is the incorporation of different modes (or mediums) that work together to create a singular message. However this idea of multimodality hasn't been brought into video game studies. Instead video games have focused upon ergodic literature, at first, and then ludo-narrative dissonance as an explanation for different media types within videogames. However while multimodality has become prevalent within the study of graphic novels, the same can't be said for game studies. This paper explores the relationship between the positive notion of multimodality in graphic novel studies and the negative connotations of ludo-narrative discussion, and ergodic literature within game studies.