Embodied Metaphors in Film, Television, and Video Games

Embodied Metaphors in Film, Television, and Video Games

Author: Kathrin Fahlenbrach

Publisher: Routledge

Published: 2015-10-05

Total Pages: 214

ISBN-13: 1317531213

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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.


Cinematic Metaphor in Perspective

Cinematic Metaphor in Perspective

Author: Sarah Greifenstein

Publisher: Walter de Gruyter GmbH & Co KG

Published: 2018-10-08

Total Pages: 158

ISBN-13: 3110615037

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Over centuries, scholars have explored how metaphor contributes to thought, language, culture. This collection of essays reflects on Müller, Kappelhoff, and colleagues’ transdisciplinary (film studies and linguistics) approach formulated in "Cinematic Metaphor: Experience – Affectivity – Temporality". The key concept of cinematic metaphor opens up reflections on metaphor as a form of embodied meaning-making in human life across disciplines. The book documents collaborative work, reflecting intense, sometimes controversial, discussions across disciplinary boundaries. In this edited volume, renowned authors explore how exposure to the framework of Cinematic Metaphor inspires their views of metaphor in film and of metaphor theory and analysis more generally. Contributions include explorations from the point of view of applied linguistics (Lynne Cameron), cognitive linguistics (Alan Cienki), media studies (Kathrin Fahlenbrach), media history (Michael Wedel), philosophy (Anne Eusterschulte), and psychology (Raymond W. Gibbs, Jr.).


Subjectivity across Media

Subjectivity across Media

Author: Maike Sarah Reinerth

Publisher: Taylor & Francis

Published: 2016-10-04

Total Pages: 255

ISBN-13: 131728657X

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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.


Metaphor in Communication, Science and Education

Metaphor in Communication, Science and Education

Author: Francesca Ervas

Publisher: Walter de Gruyter GmbH & Co KG

Published: 2017-08-07

Total Pages: 287

ISBN-13: 3110548127

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This collection of papers presents some recent trends in metaphor studies that propose new directions of research on the embodied cognition perspective. The overall volume, in particular, shows how the embodied cognition still remains a relevant approach in a multidisciplinary research on the communicative side of metaphors, by focusing on both comprehension processes in science as well as learning processes in education.


A Multimodal Approach to Video Games and the Player Experience

A Multimodal Approach to Video Games and the Player Experience

Author: Weimin Toh

Publisher: Routledge

Published: 2018-10-10

Total Pages: 241

ISBN-13: 135118475X

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This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.


Emotion in Animated Films

Emotion in Animated Films

Author: Meike Uhrig

Publisher: Routledge

Published: 2018-10-01

Total Pages: 334

ISBN-13: 1351399446

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Ranging from blockbuster movies to experimental shorts or documentaries to scientific research, computer animation shapes a great part of media communication processes today. Be it the portrayal of emotional characters in moving films or the creation of controllable emotional stimuli in scientific contexts, computer animation’s characteristic artificiality makes it ideal for various areas connected to the emotional: with the ability to move beyond the constraints of the empirical "real world," animation allows for an immense freedom. This book looks at international film productions using animation techniques to display and/or to elicit emotions, with a special attention to the aesthetics, characters and stories of these films, and to the challenges and benefits of using computer techniques for these purposes.


Meaning-Making and Political Campaign Advertising

Meaning-Making and Political Campaign Advertising

Author: Dorothea Horst

Publisher: Walter de Gruyter GmbH & Co KG

Published: 2018-10-22

Total Pages: 359

ISBN-13: 3110577933

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Although recent linguistic and media-studies' research has increasingly dealt with forms of imagery beyond language, such as in audiovisual formats, only little attention has been paid to the specific media character of audiovisual images. This raises a theoretical as well as methodological problem: How can processes of figurative meaning making in audiovisual media be adequately conceptualized and described? The book intends to bridge this research gap with an analysis of campaign commercials, a hitherto largely underexplored object of study in metaphor and metonymy research. To achieve this goal, a transdisciplinary film-analytical and cognitive-linguistic account of audiovisual figurativity is developed and examined through a comparative analysis of figurative meaning-making processes in German and Polish campaign commercials from 2009 and 2011. By setting the inseparable intertwining of language and cinematic staging, sensing and understanding center stage, the book provides insight into the dynamic nature and embodied affective grounds of audiovisual figurativity, and challenges the long-known dichotomies of rational discourse and affective manipulation, political message and media effect.


Metaphor

Metaphor

Author: Beate Hampe

Publisher: Cambridge University Press

Published: 2017-06-29

Total Pages: 395

ISBN-13: 110719833X

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This book brings together leading metaphor researchers from a number of disciplines to unite the field of metaphor theory.


The Performance of Video Games

The Performance of Video Games

Author: Kelly I. Aliano

Publisher: McFarland

Published: 2022-10-27

Total Pages: 231

ISBN-13: 1476685495

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When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.


Cognition, Emotion, and Aesthetics in Contemporary Serial Television

Cognition, Emotion, and Aesthetics in Contemporary Serial Television

Author: Ted Nannicelli

Publisher: Routledge

Published: 2021-11-25

Total Pages: 261

ISBN-13: 1000478815

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This book posits an interconnection between the ways in which contemporary television serials cue cognitive operations, solicit emotional responses, and elicit aesthetic appreciation. The chapters explore a number of questions including: How do the particularities of form and style in contemporary serial television engage us cognitively, emotionally, and aesthetically? How do they foster cognitive and emotional effects such as feeling suspense, anticipation, surprise, satisfaction, and disappointment? Why and how do we value some serials while disliking others? What is it about the particularities of serial television form and style, in conjunction with our common cognitive, emotional, and aesthetic capacities, that accounts for serial television’s cognitive, socio-political, and aesthetic value and its current ubiquity in popular culture? This book will appeal to postgraduates and scholars working in television studies as well as film studies, cognitive media theory, media psychology, and the philosophy of art.