A Multimodal Approach to Video Games and the Player Experience
Abstract
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.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Video games are one of the most all-encompassing multimodal means of communication.
“Not least for this reason, video games are one of the most allencompassing multimodal means of communication (as noted also by Toh, 2018;and Zagalo, 2019) to the point of being possibly considered examples of Gesamtkunstwerk, due to the synergy of different arts they often exhibit (cf.Backe, 2020; and in some regards also by; Smith, 2007).”
From Interactive Digital Narratives as Complex Expressive Means (2022) · cites this paper as Toh, 2018
Cited by
Sorted by citations
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
“Not least for this reason, video games are one of the most all-encompassing multimodal means of communication (as noted also by Toh, 2018; and Zagalo, 2019) to the point of being possibly considered examples of Gesamtkunstwerk , due to the synergy of different arts they often exhibit (cf. Backe,…”
BackgroundChapter 1: Problem-based learning: A 21st-century teaching and learning strategy
Research Unit Self-Directed Learning, F. O. E., Golightly, A., Sebatana, M. J., & School of Mathematics, S. A. T. E. (2023) · NWU Self-Directed Learning Series · doi:10.4102/aosis.2023.bk409.01 · Cited by 1 · see citing works
- Authors
- Toh, W.
- Corresponding author
- Toh, Weimin
- ORCID
- Toh, Weimin
- Venue
- Routledge eBooks
- Publisher
- Routledge
- Published
- 2018-10-10
- OpenAlex
- W2900880468
- Cited by
- 49
- References
- 0
- Citations by year
- 2026: 3 · 2025: 5 · 2024: 8 · 2023: 16 · 2022: 9 · 2021: 3 · 2020: 4 · 2019: 1
- FWCI
- 2.30
- Type
- book
- Language
- en
- Open access
- closed
- Locations
- Routledge eBooks (publishedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- video games, player experience, multimodal discourse analysis, game studies, social semiotics, interactive storytelling, game design, narrative progression
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review