Multimodality or Ludo-Narrative Dissonance: Duality of Presentation in Fringe Media
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.
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Studies on the multimodal aspects of video games and on how these aspects impact the expressive functions of digital games are generally scarce and mostly resort to theories of multimodality borrowed from distantly related disciplines such as film studies.
“However, as reported by Dunne (2014), Zagalo (2019) and, with a different terminology, Backe (2020), studies on the multimodal aspects of video games and on how these aspects impact the expressive functions of digital games are generally scarce and mostly resorting to theories of multimodality borrowed from distantly related disciplines, such as film studies (cf.e.g.Burn, 2016).”
From Interactive Digital Narratives as Complex Expressive Means (2022) · cites this paper as Dunne (2014)
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Interactive Digital Narratives as Complex Expressive Means
Bellini, M. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2022.854960 · Cited by 13 · see citing works
- Authors
- Dunne, D.
- Affiliations
- Swinburne University of Technology (AU)
- Corresponding author
- Dunne, Daniel
- ORCID
- Dunne, Daniel
- Venue
- Proceedings of the 2014 Conference on Interactive Entertainment
- Publisher
- ACM
- Published
- 2014-12-02
- Pages
- 1-4
- OpenAlex
- W2082756004
- Cited by
- 9
- References
- 0
- Citations by year
- 2026: 1 · 2025: 1 · 2022: 1 · 2021: 3 · 2020: 3
- FWCI
- 0.00
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- Australasian Conference On Interactive Entertainment (publishedVersion)
- Swinburne figshare (Swinburne University of Technology) (submittedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Literacy, Media, and Education
- Social Sciences › Arts and Humanities › Museology › Literature, Culture, and Aesthetics
- Keywords
- multimodality, ergodic literature, video games, graphic novels, game studies
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