Cited by 9Digital Games and MediaLiteracy, Media, and EducationLiterature, Culture, and Aesthetics

Multimodality or Ludo-Narrative Dissonance: Duality of Presentation in Fringe Media

Dunne, Daniel·2014·Proceedings of the 2014 Conference on Interactive Entertainment

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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Crossref · 10.1145/2677758.2677785

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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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Authors
Dunne, D.
Affiliations
Swinburne University of Technology (AU)
Corresponding author
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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