embodied metaphors in film television and video games cognitive approaches routledge research in cultural and media studies

Download Book Embodied Metaphors In Film Television And Video Games Cognitive Approaches Routledge Research In Cultural And Media Studies in PDF format. You can Read Online Embodied Metaphors In Film Television And Video Games Cognitive Approaches Routledge Research In Cultural And Media Studies here in PDF, EPUB, Mobi or Docx formats.

Embodied Metaphors In Film Television And Video Games

Author : Kathrin Fahlenbrach
ISBN : 9781317531203
Genre : Social Science
File Size : 37. 14 MB
Format : PDF, ePub, Docs
Download : 449
Read : 495

Download Now


In cognitive research, metaphors have been shown to help us imagine complex, abstract, or invisible ideas, concepts, or emotions. Contributors to this book argue that metaphors occur not only in language, but in audio visual media well. This is all the more evident in entertainment media, which strategically "sell" their products by addressing their viewers’ immediate, reflexive understanding through pictures, sounds, and language. This volume applies cognitive metaphor theory (CMT) to film, television, and video games in order to analyze the embodied aesthetics and meanings of those moving images.

Subjectivity Across Media

Author : Maike Sarah Reinerth
ISBN : 9781317286578
Genre : Games & Activities
File Size : 38. 16 MB
Format : PDF, ePub, Docs
Download : 602
Read : 178

Download Now


Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also the perception and consciousness of characters in these worlds. Hence, media can be understood as "qualia machines," as technologies that allow for the production of subjective experiences within the affordances and limitations posed by the conventions of their specific mediality. This edited collection examines the transmedial as well as the medium-specific strategies employed by the verbal representations characteristic for literary texts, the verbal-pictorial representations characteristic for comics, the audiovisual representations characteristic for films, and the interactive representations characteristic for video games. Combining theoretical perspectives from analytic philosophy, cognitive theory, and narratology with approaches from phenomenology, psychosemiotics, and social semiotics, the contributions collected in this volume provide a state-of-the-art map of current research on a wide variety of ways in which subjectivity can be represented across conventionally distinct media.

Video Games And The Mind

Author : Bernard Perron
ISBN : 9781476626277
Genre : Games
File Size : 42. 53 MB
Format : PDF, ePub, Mobi
Download : 539
Read : 581

Download Now


Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.

The Materiality Of Writing

Author : Christian Mosbæk Johannessen
ISBN : 9781134986460
Genre : Language Arts & Disciplines
File Size : 32. 55 MB
Format : PDF, ePub, Docs
Download : 162
Read : 848

Download Now


This book examines the materiality of writing. It adopts a multimodal approach to argue that writing as we know it is only a small part of the myriad gestures we make, practices we engage in, and media we use in the process of trace-making. Taking a broad view of the act of writing, the volume features contributions from both established and up-and-coming scholars from around the world and incorporates a range of methodological and theoretical perspectives, from fields such as linguistics, philosophy, psychology of perception, design, and semiotics. This interdisciplinary framework allows readers to see the relationships between writing and other forms of "trace-making", including architectural drawings, graphic shapes, and commercial logos, and between writing and reading, with a number of illustrations highlighting the visual data used in the forms and studies discussed. The book also looks forward to the future, discussing digital media and new technology and their implications for trace-making. This pioneering volume will be of interest to scholars and researchers in multimodality, literacy, cognitive neuroscience, design theory, discourse analysis, and applied linguistics.

Video Game Spaces

Author : Michael Nitsche
ISBN : 9780262293013
Genre : Games
File Size : 66. 69 MB
Format : PDF, Docs
Download : 566
Read : 249

Download Now


The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers -- rule-based space, mediated space, fictional space, play space, and social space -- and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

Embodied Cognition And Cinema

Author : Peter Kravanja
ISBN : 9789462700284
Genre : Performing Arts
File Size : 36. 72 MB
Format : PDF, ePub, Docs
Download : 849
Read : 262

Download Now


The impact of the embodied cognition thesis on the scientific study of film The embodied cognition thesis claims that cognitive functions cannot be understood without making reference to the interactions between the brain, the body, and the environment. The meaning of abstract concepts is grounded in concrete experiences. This book is the first edited volume to explore the impact of the embodied cognition thesis on the scientific study of film. A team of scholars analyse the main aspects of film (narrative, style, music, sound, time, the viewer, emotion, perception, ethics, the frame, etc.) from an embodied perspective. By combining insights from various disciplines such as cognitive film theory, conceptual metaphor theory, and cognitive neuroscience, they show how the process of meaning-making in film is embodied and how empathy and embodied simulation play a role in understanding the way in which the viewer interacts with the film. Foreword by Mark Johnson, Knight Professor of Liberal Arts and Sciences, Department of Philosophy, University of Oregon. Contributors Warren Buckland (Oxford Brookes University), Juan Chattah (University of Miami), Maarten Coëgnarts (University of Antwerp), Adriano D’Aloia (Università Cattolica del Sacro Cuore, Milan), Michele Guerra (University of Parma), Miklós Kiss (University of Groningen), Peter Kravanja (KU Leuven), María J. Ortiz (University of Alicante), Mark S. Ward (University of Technology, Sydney), Hannah Chapelle Wojciehowski (University of Texas)

Televisuality

Author : John Thornton Caldwell
ISBN : 0813521645
Genre : Performing Arts
File Size : 63. 22 MB
Format : PDF, ePub
Download : 229
Read : 1244

Download Now


“Holling is tormented by Koyaanisqatsi dreams until he goes out and does the wild thing with a young stag . . . . ”––Synopsis from production company “Bible,” Northern Exposure, March 30, 1992 The collision of auteurism and rap––couched by primetime producers in the Northern Exposure script––was actually rather commonplace by the early 1990s. Series, and even news broadcasts, regularly engineered their narratives around highly coded aesthetic and cultural fragments, with a kind of ensemble iconography. Televisuality interrogates the nature of such performances as an historical phenomenon, an aesthetic and industrial practice, and as a socially symbolic act. This book suggests that postmodernism does not fully explain television's stylistic exhibitionism and that a reexamination of “high theory” is in order. Caldwell's unique approach successfully integrates production practice with theory in a way that will enlighten both critical theory and cultural studies.

Bridging Literacies With Videogames

Author : Hannah R. Gerber
ISBN : 9789462096684
Genre : Education
File Size : 59. 51 MB
Format : PDF, Mobi
Download : 195
Read : 273

Download Now


Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

Game Love

Author : Jessica Enevold
ISBN : 9781476618784
Genre : Games
File Size : 85. 56 MB
Format : PDF, Docs
Download : 890
Read : 948

Download Now


"For those interested in further pursuing the relationship between meaning and games, Game Love is recommended reading."--Sport in American History. What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.

The Routledge Companion To Remix Studies

Author : Eduardo Navas
ISBN : 9781134748815
Genre : Social Science
File Size : 46. 69 MB
Format : PDF
Download : 811
Read : 624

Download Now


The Routledge Companion to Remix Studies comprises contemporary texts by key authors and artists who are active in the emerging field of remix studies. As an organic international movement, remix culture originated in the popular music culture of the 1970s, and has since grown into a rich cultural activity encompassing numerous forms of media. The act of recombining pre-existing material brings up pressing questions of authenticity, reception, authorship, copyright, and the techno-politics of media activism. This book approaches remix studies from various angles, including sections on history, aesthetics, ethics, politics, and practice, and presents theoretical chapters alongside case studies of remix projects. The Routledge Companion to Remix Studies is a valuable resource for both researchers and remix practitioners, as well as a teaching tool for instructors using remix practices in the classroom.

Top Download:

Best Books