2004
DOI: 10.1177/147035704043041
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Heavy Hero or Digital Dummy? Multimodal Player–Avatar Relations in Final Fantasy 7

Abstract: 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… Show more

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Cited by 31 publications
(22 citation statements)
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“…The players' participation and experience of the activity is shaped by the rule‐based system of the game as well as the communicative modes through which the game is realized: animation, visual design, music, text, and sound. Games are designed to engage players in interaction with the game: the game system offers the fictive game world for viewing, and it demands that players make choices that influence the trajectory of the game (Burn & Schott, 2004; see also Kress & van Leeuwen, 1996). Players interact with the game through engaging with the game world, as represented through the narrative and characters of the game (Burn & Schott).…”
Section: Games As a Site For Participation And Learningmentioning
confidence: 99%
“…The players' participation and experience of the activity is shaped by the rule‐based system of the game as well as the communicative modes through which the game is realized: animation, visual design, music, text, and sound. Games are designed to engage players in interaction with the game: the game system offers the fictive game world for viewing, and it demands that players make choices that influence the trajectory of the game (Burn & Schott, 2004; see also Kress & van Leeuwen, 1996). Players interact with the game through engaging with the game world, as represented through the narrative and characters of the game (Burn & Schott).…”
Section: Games As a Site For Participation And Learningmentioning
confidence: 99%
“…However, the discrete episodes seem less unstructured if seen in the light of game levels, while pronoun swapping between first and third person is a feature of videogame discourse, reflecting the player's ambiguous relationship with the game's player‐character or avatar (Burn and Schott, ).…”
Section: Videogames: a Resource For Storytellingmentioning
confidence: 99%
“…Linderoth (2002) divide el videojuego en sistema de reglas y apariencia ficcional; como ejemplo de esta división, Burn y Schott (2004) afirman que el avatar de la jugadora es a la vez un héroe con carácter y un maniquí digital, un personaje y una herramienta. Klevjer (2001) estudia las capas de narrativa en los videojuegos y pone en común la herencia de la narrativa tradicional con los requisitos del cibertexto participativo, heredados del juego analógico.…”
Section: Ludonarrativa Y Sistemas De Decisión En El Videojuegounclassified