This document discusses how video games use multimodal metaphors in game character design to integrate sensory experiences with meaning. It presents conceptual metaphor theory and argues that games employ structural and orientational metaphors through audiovisual design. Examples are given of how games metaphorically represent concepts like power, virtue and control through a character's motion, abilities and interactions within the game world.
1. M U LT I M O D A L M E TA P H O R S
A N D G A M E C H A R A C T E R D E S I G N
F E L I X S C H R Ö T E R , U N I V E R S I T Y O F H A M B U R G
MEDIALITY AND MULTIMODALITY ACROSS MEDIA
WINTER SCHOOL AT THE GRADUATE ACADEMY OF THE UNIVERSITY OF TUEBINGEN, GERMANY
JANUARY 29, 2014
felixschroeter@uni-hamburg.de @felixjs www.felixschroeter.de
3. ‣ address players through
multiple sensory channels,
‣ rely on players’ input through
different multimodal control
schemes (Oviatt 2002),
‣ combine ‘narrative’ and
‘game’ modes (Dena 2010).
V I D E O G A M E S …
4. – C H A R L E S F O R C E V I L L E ( 2 0 0 9 : 2 4 )
„[M]ultimodal metaphors are metaphors whose
target and source are each represented exclusively
or predominantly in different modes.“
5. C L A I M
Audiovisual metaphors are used in game character
design to integrate multi-sensory experiences with
higher cognitive meaning and ‘merge’ ludic and
narrative dimensions of characters.
6. M U LT I M O D A L I T Y A N D
C O N C E P T U A L M E TA P H O R T H E O RY
Conceptual Metaphor Theory (CMT)
• Human beings make sense of (abstract) phenomena by
understanding them metaphorically in terms of
physical, concrete phenomena (Lakoff/Johnson 1980).
• In conceptual metaphors (e.g. LIFE IS A JOURNEY)
elements of a source domain (JOURNEY) are mapped
onto elements of a target domain (LIFE).
7. M U LT I M O D A L I T Y A N D
C O N C E P T U A L M E TA P H O R T H E O RY
• pictorial / visual metaphors (e.g. Kennedy 1982)
• audiovisual metaphors (e.g. Forceville 2006,
Fahlenbrach 2010)
• multimodal metaphors (e.g. Forceville/Urios-Aparisi
2009)
8. M U LT I M O D A L I T Y A N D
C O N C E P T U A L M E TA P H O R T H E O RY
LIFE IS A JOURNEY
The Straight Story (USA 1999)
9. – s e e K AT H R I N FA H L E N B R A C H ( 2 0 1 0 : 9 3 – 9 4 )
audiovisual metaphors = intentionally designed
symbolical forms that refer to conceptual metaphors in
their specific use of pictures, sounds, and movement
10. M U LT I M O D A L I T Y A N D
C O N C E P T U A L M E TA P H O R T H E O RY
ANGER IS LOSS OF BALANCE
Crank (USA 2006)
11. M U LT I M O D A L I T Y A N D
C O N C E P T U A L M E TA P H O R T H E O RY
MADNESS IS LOSS OF BALANCE
Batman: Arkham Asylum (Rocksteady/Eidos Interactive 2009)
12. V I D E O G A M E S A N D M E TA P H O R S
• interface as metaphor for the game as an information
system (Järvinen 2007, Schrape 2012)
• simulation as metaphor for real-world processes
(Aarseth 2001, Juul 2005, or Bogost 2011)
• conceptual metaphors in game rhetoric (Bogost 2005),
aesthetics (Rusch 2009, Begy 2010), and story structure
(Kromhout 2010, Kromhout/Forceville 2013)
13. M U LT I M O D A L M E TA P H O R S
A N D G A M E C H A R A C T E R D E S I G N
Possible target domains: POWER, HEROISM, VIRTUE
14. M U LT I M O D A L M E TA P H O R S
A N D G A M E C H A R A C T E R D E S I G N
• structural metaphor: source domain provides
rich knowledge structure for the target concept
(Kövecses 2010)
‣ LIFE IS A JOURNEY
‣ TIME IS MOTION
15. M U LT I M O D A L M E TA P H O R S
A N D G A M E C H A R A C T E R D E S I G N
PURPOSIVE ACTIVITY IS MOVING FORWARD TOWARD A DESTINATION
Batman: Arkham City (Rocksteady/WB Interactive 2011)
16. M U LT I M O D A L M E TA P H O R S
A N D G A M E C H A R A C T E R D E S I G N
POWER IS SELF-PROPELLED MOTION
InFamous (Sucker Punch/Sony 2009)
17. M U LT I M O D A L M E TA P H O R S
A N D G A M E C H A R A C T E R D E S I G N
• orientational metaphor: maps basic mental schemas
of spatial orientation on (typically abstract) target
concepts (Kövecses 2010)
‣ MORE IS UP | LESS IS DOWN
‣ VIRTUE IS UP | LACK OF VIRTUE IS DOWN
‣ CONTROL IS UP | LACK OF CONTROL IS DOWN
18. M U LT I M O D A L M E TA P H O R S
A N D G A M E C H A R A C T E R D E S I G N
VIRTUE IS UP | CONTROL IS UP
InFamousBatman: Arkham City
19. M U LT I M O D A L M E TA P H O R S
A N D G A M E C H A R A C T E R D E S I G N
• ontological metaphor: gives (mostly abstract) target
concepts a new ontological status as objects, substances,
or containers (Kövecses 2010)
• allows for further structuring through structural metaphors
‣ STATE AS CONTAINER („being in love“)
‣ ACTION AS OBJECT („giving someone a call“)
20. M U LT I M O D A L M E TA P H O R S
A N D G A M E C H A R A C T E R D E S I G N
POWER IS A SUBSTANCE | HUMAN IS A CONTAINER
InFamous
21. M U LT I M O D A L M E TA P H O R S
A N D G A M E C H A R A C T E R D E S I G N
POWER IS A SUBSTANCE | HUMAN IS A CONTAINER
The Elder Scrolls V: Skyrim (Bethesda 2011)
22. C O N C L U S I O N
Audiovisual metaphors are used in game character
design to integrate multi-sensory experiences with
higher cognitive meaning and ‘merge’ ludic and
narrative dimensions of characters.
23. T H A N K Y O U !
felixschroeter@uni-hamburg.de
@felixjs
www.felixschroeter.de
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