The Composition of Video Games

Narrative, Aesthetics, Rhetoric and Play

$55.00

In stock

Add to Wishlist
Add to Wishlist
SKU: 9781476673936 Categories: , ,

About the Book

Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience.
In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don’t work) together to create a cohesive experience and to provide a unified framework for understanding video games.

About the Author(s)

Johansen Quijano has been studying games, gaming, and gamer culture for over a decade. Although his early work focused on gaming and language acquisition, he quickly turned his attention to game theory and the rhetoric of games. He has published in several anthologies and journals, participated in translation, adaptation, and creative videogame projects, and presented in local, national, and international conferences. He is currently an assistant professor of English at Tarrant County College where he lectures on writing, literature, and media.

Matthew Wilhelm Kapell teaches American studies and humanities at Pace University and lives in Brooklyn.

Bibliographic Details

Johansen Quijano.
Series Editor Matthew Wilhelm Kapell

Format: softcover (6 x 9)
Pages: 242
Bibliographic Info: 24 photos, bibliography, index
Copyright Date: 2019
pISBN: 978-1-4766-7393-6
eISBN: 978-1-4766-3715-0
Imprint: McFarland
Series: Studies in Gaming

Table of Contents

Acknowledgments v
Introduction 1
Chapter 1: Setting the Groundwork 7
The Lack of a Unified Framework 9  •  What Is a Game
Anyway? 13  •  Revisiting Play and Narrative 24  •
Redefining Types of Players 33  •  The Role of the Player 41
Chapter 2: Narrative at Play: Game Composition and Story 53
The Question of Ergodicity 55  •  Linearity, the Story and
Narrative 67  •  The Chronotope and Sideshadowing 73  •
Multiple Layers and ­Time-Looped Narrative 84  •  Play and
Space as Narrative 94
Chapter 3: The Rhetoric of Games 108
Design, Play, Remediation, Solvency and Space as a Rhetoric
of Games 109  •  A Rhetoric of Procedure 119  •  The Visual
Rhetoric of Games 131
Chapter 4: Audiovisual Ludonarrativity 149
A Harmony of Dissonance 150  •  Expanding Ludonarrativity
Through Rhetoric 160  •  The Aural Dimension 172
Chapter 5: Themes and Audiovisual Ludonarrativity 182
Alchemy at Dawn: Ayesha’s Time Management Dilemma 184  •
Hax0r Is the 1337: Watch_D0gs and the Failed Surveillance State 192
Conclusion: Game Over—Insert Coin to Continue 208
Works Cited 217
Index 231