2019
DOI: 10.15847/obsobs13120191411
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Multimodality and Expressivity in Videogames

Abstract: This article addresses multimodality and expressivity in digital games, from the perspective of audiovisual communication, discussing essential critical dimensions regarding game literacy and experience. An overview on how we make meaning from audiovisual media is presented, to frame the focus on the multimodal cognitive nature of digital games. After comparing film and digital games, we discuss how and why the latter are rapidly becoming more relevant than television, discussing media learning differences bet… Show more

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Cited by 6 publications
(2 citation statements)
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“…Meanwhile, the linguistic cybertext context plays a crucial role in comprehending utterances. This facet of linguistic cybertext context centers on dissecting words, phrases, clauses, sentences, suprasegmental elements, and more, in order to glean insights into the intended meaning of the spoken words and the speaker's underlying intent (Zagalo, 2019). The investigation into the advancement of cyberpragmatics learning models is situated within the realm of systemic linguistic research.…”
Section: The Materials Helps Students Understand Cyberpragmaticsmentioning
confidence: 99%
“…Meanwhile, the linguistic cybertext context plays a crucial role in comprehending utterances. This facet of linguistic cybertext context centers on dissecting words, phrases, clauses, sentences, suprasegmental elements, and more, in order to glean insights into the intended meaning of the spoken words and the speaker's underlying intent (Zagalo, 2019). The investigation into the advancement of cyberpragmatics learning models is situated within the realm of systemic linguistic research.…”
Section: The Materials Helps Students Understand Cyberpragmaticsmentioning
confidence: 99%
“…One of the most salient features of games as an object of study and a field of practice is their interdisciplinarity and multimodality [1] (p. 89). Another salient feature is their particular nature as a kind of second-order design [2] (p. 171), which, to a certain extent, naturally turns games into black-boxes in terms of the processes by which games produce their particular effects on their players.…”
Section: Introductionmentioning
confidence: 99%