Architextuality and Video Games

Author(s):  
Maria Katsaridou ◽  
Mattia Thibault

Even though literary genres are instrumental for the study and analysis of video games, we should also take into consideration that, nowadays, the boundaries of literature have been crossed and we have to deal with a broader transmedia reality. Approaching it can be quite challenging and, in addition to the already existing genre theory, it requires the implementation of appropriate analytic tools, both adaptable to different languages and media and able to reconstruct and motivate the isotopies woven into the net. In the authors' opinion, semiotics is particularly suitable for this task, for many reasons. The aim of this chapter, then, is to propose a semiotic methodology, oriented toward the analysis of the architextual aspects of video games. Two case studies will be taken into consideration, in order to shed some light on the inner working of architexts featuring video games, as one of their most relevant components: the horror genre and the high fantasy genre.

Author(s):  
Nathan Sepich ◽  
Michael C. Dorneich ◽  
Stephen Gilbert

This research details the development of a human-agent team (HAT) analysis framework specifically aimed at video games. The framework identifies different dimensions of interest related to humans and software agents working together. Video games have a variety of user-tested interaction paradigms that may offer useful insights into HAT dynamics, but it can be difficult for researchers to know which games are relevant to their research without a systematic method of characterizing HAT relationships. The framework was developed based on previous literature and gameplay analysis. This paper offers three case studies, applying the framework to the games Madden 21, Call to Arms, and Civilization V. Possible trends related to agent intelligence, team structures, and interdependence are discussed.


Author(s):  
Juan Carlos Pueo

La ópera se considera comúnmente un género musical, pero su estatuto literario parece ser más bien dudoso. La intención de este artículo es poner en claro esta cuestión, tomando como referencia la teoría de los géneros literarios, la teoría teatral y la semiótica musical. La teoría literaria debe tener en cuenta la especificidad de ciertos géneros literarios cuya recepción ha sido destinada a ser acompañada por la música. Los géneros teatrales se definen por la presencia física de uno o más actores que representan sus personajes ante un público, de forma que dichos géneros pueden clasificarse por emplear o no el lenguaje y/o la música: esto significa que la ópera ocupa un lugar en la clasificación de los géneros literarios por su conjunción de lenguaje y música. Esta conjunción no es mera yuxtaposición, ha de ser pensada como simbiosis entre dos sistemas semióticos que colaboran para producir una forma específica de obra literario-musical que ha de considerarse un género literario y teatral con características especiales. Opera is generally considered a musical genre, but its literary statute seems to be rather uncertain. The aim of this article is to clarify this subject, taking as reference literary genre theory, theatrical theory and musical semiotics. Literary theory must take into consideration the specificity of certain literary genres whose reception is intended to be accompanied by music. Theatrical genres defines themselves by the physical presence of one o more actors that impersonate some characters for an audience, so this genres can be classified by the use or the disuse of language and/or music: this means that opera occupies a place in the classification of literary genres because of its conjunction of language and music. This conjunction is not mere yuxtaposition, it has to be thought as a symbiosis between two semiotic systems that collaborate to produce an specific form of musical-literary work that must be considered a literary and theatrical genre with special characteristics.


2016 ◽  
Vol 14 (2) ◽  
pp. 256 ◽  
Author(s):  
Ana Sebastián Morillas ◽  
Marian Núñez Cansado ◽  
Daniel Muñoz Sastre

The article aims the advertising efficiency video games have in Spain, which is of the<br />utmost importance considering results from latest studies on effectiveness. Video games<br />have become one of the most valuable platforms used by advertisers when looking for<br />new ways to reinforce brand awareness. This study seeks to explain the reasons why<br />brands are using the advergaming and ingame advertising in order to have their advertising<br />messages being effectively reached by the target audience. The topic proposed<br />in this paper deploys a qualitative research methodology focused on a bibliographic<br />review, in-depth interviews and the analysis of several case studies. Results obtained by<br />this research may help companies to develop effective marketing and communication<br />strategies.


Author(s):  
Alison Searle

The radical and repeated changes in state religion, accompanied by persecution of any who openly dissented from the status quo, meant that there were numerous groups who found themselves in exile at home in England during the sixteenth and seventeenth centuries. This chapter focuses on the experience of Protestant Nonconformists in the later seventeenth century. It examines the ways in which Nonconformist communities interpreted their experiences, interrogating and recording these in a variety of literary genres. The concept of exile at home is analysed through five discrete and interconnected categories: imprisonment; legal disputation in the courts; corporate worship; itinerant preaching; and letter writing. Each section draws upon a number of case studies that illustrate the wide range of spiritual experiences and theological convictions in Nonconformist communities and how these were encapsulated, transformed, and disputed in journals, letters, sermons, and biographies, amongst other literary genres.


Author(s):  
Angela Roskop Erisman

The ability to recognize genres has been central to modern critical study of the Pentateuch since the work of Hermann Gunkel at the turn of the twentieth century. This essay surveys the legal, administrative, and literary genres used in the Pentateuch, offering a sense of its generic complexity. Genres are defined not as the fixed and stable forms used to classify texts, as understood by classic form-critical method, but as idealized cognitive models employed as tools for writing and interpreting texts, an understanding drawn from modern genre theory. Because genres are situated in social contexts, Gunkel saw genre as central to writing a history of Israel’s literature. This essay surveys the limitations of Gunkel’s vision yet identifies a way to reconnect with it and write a more organic literary history, one that may intersect with but also at times challenge the results of source- and redaction-critical methods.


Author(s):  
William Gibbons

This chapter considers video games that feature classical music and musicians as part of their narrative. In that setting, musicians often act as stand-ins both for art as a whole and for its cultural roles. Case studies include two very different musicians: in Fallout 3, the gentle violinist Agatha, for whom the player tries to retrieve a family heirloom, a Stradivarius violin; and in BioShock, the psychopathic composer Sander Cohen, an artist driven mad by his pursuit of artistic perfection. Finally, the chapter turns to Mozart: Le Dernier secret as an example of the unique challenges of including real-world classical musicians in metafictional narratives.


2016 ◽  
Vol 13 (3) ◽  
pp. 307-329
Author(s):  
Claire Taylor

This article explores contemporary digital literary genres and the complex negotiations they undertake with earlier moments of literary experimentation. Exploring digital literary genres as works on a continuum, the article addresses in particular the ways in which authors of digital works in the Hispanic world speak back to rich Hispanic tradition of literary experimentation. In order to do so, the article takes three case studies from different countries: firstly, the hypermedia novela negra of Colombian author Jaime Alejandro Rodríguez; secondly, the blog aphorisms of US-Salvadoran artist and writer Eduardo Navas; and the electronic poetry of Spanish-Argentine author Belén Gache. The article traces their response to prior literary experimentation, and their engagement – often critical – with the discourses of contemporary digital technologies. In their different ways, these three authors make sustained intertextual references to prior generations of literary experimentation at the same time as making frequent metatextual references to the process of their works’ own (digital) creation. The article argues that, in so doing, their overt references to digital technologies themselves often play with, and yet question or thwart, key notions of interactive literature.


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2020 ◽  
Vol 13 (21) ◽  
pp. 20-33
Author(s):  
Sky LaRell Anderson

This exploratory study examines three video games as case studies for how video games may portray mental illness through interactive, non-narrative design features. The analysis not only reports findings but also offers an evaluation for how video games might improve in how they depict mental illness. The games studied are What Remains of Edith Finch, Hellblade: Senua’s Sacrifice, and Doki Doki Literature Club. The analysis identifies how these games use audiovisual styles, control systems, game goals, and procedurality to portray mental illness. A report of the discovered themes precedes a discussion of innovations and weaknesses of those depictions of mental illness.


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