This article analyses the player-avatar relation in Final Fantasy 7, drawing on multimodality theory to analyse textual structures both in the game and in the discourse of player-interviews and fan writing. It argues that the avatar is a two-part structure, partly designed in conventional narrative terms as a protagonist of popular narrative, and partly as a vehicle for interactive game-play. The former structure is replete with the traditions and designs of Japanese popular narrative, oral formulaic narrative and contemporary superhero narratives; and is presented to the player as an offer act – a declarative narrative statement. The latter is a construct of evolving attributes and economies characteristic of roleplaying games; and is pres...
This master’s thesis presents an analysis of immersion in the acclaimed videogame Persona 5 Royal. D...
Whether considered as an activity (play) or as an object (game), video games are marked by reflexivi...
The implementation of interactive narrative in video games has been a challenge for game designers s...
This article analyses the player-avatar relation in Final Fantasy 7, drawing on multimodality theory...
What is the relationship between the player and the avatar of a video game? In this article, I aim t...
UnrestrictedA study of the medium-specific properties of videogame discourse, this dissertation cons...
peer reviewedThis paper examines the “tutorial character” in JRPGs from a narratological and rhetori...
In this article, we analyse the strategies that allow non-player characters to create the illusion t...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Due to the growing popularity of video games, gaming itself has become a shared experience among med...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
International audienceVideogame interactions show a rather complex participation framework: players ...
Typically, critical writing on the topic has emphasised the hero / protagonist figure as the primary...
The rhetoric of ghosts has long accompanied electronically mediated technologies, such as the telegr...
Players of videogames describe their gameplay in the first person, e.g. “I took cover behind a barri...
This master’s thesis presents an analysis of immersion in the acclaimed videogame Persona 5 Royal. D...
Whether considered as an activity (play) or as an object (game), video games are marked by reflexivi...
The implementation of interactive narrative in video games has been a challenge for game designers s...
This article analyses the player-avatar relation in Final Fantasy 7, drawing on multimodality theory...
What is the relationship between the player and the avatar of a video game? In this article, I aim t...
UnrestrictedA study of the medium-specific properties of videogame discourse, this dissertation cons...
peer reviewedThis paper examines the “tutorial character” in JRPGs from a narratological and rhetori...
In this article, we analyse the strategies that allow non-player characters to create the illusion t...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Due to the growing popularity of video games, gaming itself has become a shared experience among med...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
International audienceVideogame interactions show a rather complex participation framework: players ...
Typically, critical writing on the topic has emphasised the hero / protagonist figure as the primary...
The rhetoric of ghosts has long accompanied electronically mediated technologies, such as the telegr...
Players of videogames describe their gameplay in the first person, e.g. “I took cover behind a barri...
This master’s thesis presents an analysis of immersion in the acclaimed videogame Persona 5 Royal. D...
Whether considered as an activity (play) or as an object (game), video games are marked by reflexivi...
The implementation of interactive narrative in video games has been a challenge for game designers s...