Developing a Pedagogical Framework for Gaming Literacy in the Multimodal Composition Classroom

Total Page:16

File Type:pdf, Size:1020Kb

Developing a Pedagogical Framework for Gaming Literacy in the Multimodal Composition Classroom TOOLS OF PLAY: DEVELOPING A PEDAGOGICAL FRAMEWORK FOR GAMING LITERACY IN THE MULTIMODAL COMPOSITION CLASSROOM Tina Lynn Arduini A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2016 Committee: Kristine Blair, Advisor Gi Yun, Graduate Faculty Representative Lee Nickoson Sue Carter Wood ii ABSTRACT Kristine Blair, Advisor Since the publication of James Paul Gee’s (2003) seminal text What Video Games Have to Teach us About Learning and Literacy, scholars in the field of rhetoric and writing have been looking at the ways video games have made an impact on modern literacies. Paralleling this research, rhetoric and writing teacher-scholars have also been exploring the benefits to teaching multimodal composition skills to their students. My dissertation examines the intersections of these two related fields of study in order to help construct a pedagogical framework that utilizes gaming literacies in the multimodal composition classroom. Using the gaming literacy narratives of three student gamers at a rural Midwestern university, I address the following research questions: How do students acquire gaming literacy? What kinds of multimodal skills are acquired through gaming literacy? What does one’s gaming literacy narrative reveal about his or her literate practices? The answers to these questions help to inform my approach to the more pedagogically-driven research question: How can gaming literacy be effectively used in the multimodal composition classroom? My findings are influenced by technofeminist research methodologies so that I explore not only the role that video games have played upon my research participants but also the social adaptations that the participants have exerted over their gaming experiences. Similarly, I help breakdown the rigid line between researcher and research participant by inviting my participants into a discussion of my findings, allowing them to maintain agency over their representations. My research reveals many connections between gaming literacies and the skills required to create and consume meaningful multimodal compositions. In my analysis of these findings, I establish the iii importance of these connections—specifically the social and technological skills obtained through gaming—and develop a pedagogical framework that utilizes the literate skills of gamers in order to institute practical course goals and objectives for the multimodal composition classroom. iv For my parents—Flora and Kenneth—and Mike, who have always supported my aspirations. v ACKNOWLEDGMENTS This project has been a joy to complete largely due to the people who have been involved from its inception to its completion. I’d like to first thank Dr. Kristine Blair—my chair, mentor, and friend. Her support for my project from its rudimentary stages as a Venn diagram on a white board to its 200-page manuscript has been invaluable. Thank you for your guidance and feedback at every step during my PhD work. You inspired me to engage with the field and helped me find my scholarly identity—I will be forever thankful. I’d also like to thank the rest of my committee: Dr. Lee Nickoson for her detailed feedback on my work, especially on areas of the research that made me a bit nervous; Dr. Sue Carter Wood for her continued support and grammar advice when I couldn’t pin down some pesky phrases; and Dr. Gi Yun for his outside-of-the-field insights that made me more aware of my audiences. Finally, I’d like to thank my family and my cohort. Their continued support made this leg of my academic journey the best one yet because I never felt isolated regardless of how much time I had to spend sitting alone at the computer. Many thanks to my online social network as well. They were always willing to help me think of the right word or phrases whenever I got stumped. And deepest thanks go to my husband—Mike Shank—for his help with this project in particular. His hours of transcribing and collaboratively-coding made my life much easier and more enjoyable. vi TABLE OF CONTENTS Page CHAPTER 1: GAMING LITERACY AND MULTIMODALITY .................................... 1 Defining Terms ..................................................................................................... 5 Literature Review .................................................................................................. 8 Gaming Literacy ........................................................................................ 8 The literate practices of gamers ...................................................... 10 Gaming literacy in the traditional composition classroom ............... 19 Gaming literacy in the multimodal composition classroom ............. 23 Multimodal Composition in the Classroom ................................................ 26 Chapter Abstracts .................................................................................................. 31 Conclusion ....................................................................................................... 32 CHAPTER 2: TECHNOFEMINIST RESEARCH PRACTICES ON SOCIOTECHNICAL COLLABORATIONS ....................................................................................................... 34 Student Gamers and Their Literate Practices .......................................................... 36 A Technofeminist Approach to Research ............................................................... 40 Framing Arguments as a Technofeminist ................................................... 41 Social technology ........................................................................... 42 Multivocal narration ....................................................................... 45 Collecting Data as a Technofeminist .......................................................... 49 Survey as a recruitment tool ........................................................... 50 Feminist interview techniques ........................................................ 52 Technofeminist literacy narratives .................................................. 57 vii Positionality as a researcher ............................................................ 59 Analyzing Data as a Technofeminist .......................................................... 62 Grounded theory collection processes ............................................. 63 Collaborative coding and self-reflective memos .............................. 66 Limitations of the Study ........................................................................................ 68 Conclusion ............................................................................................................ 71 CHAPTER 3: DEVELOPING SOCIAL SKILLS AND SPONSORING GAMING LITERACY ...................................................................................................................... 73 Collaboration ......................................................................................................... 75 Face-to-Face Interactions ........................................................................... 78 Watching others play ...................................................................... 79 Playing cooperative games ............................................................. 88 Online Interactions ..................................................................................... 90 Maintaining relationships ............................................................... 90 Building new relationships ............................................................. 96 Friendly Competition ............................................................................................. 98 Literacy Sponsors .................................................................................................. 104 Familial Sponsors....................................................................................... 106 Funding opportunities ..................................................................... 107 Teaching each other ........................................................................ 112 Creating a desire ............................................................................. 115 Technological Sponsors: Creating Incentives and Excitement .................... 119 Educational Sponsors: Access to Computer Games .................................... 123 viii Conclusion ............................................................................................................ 126 CHAPTER 4: EXAMINING THE TECHNOLOGICAL SKILLS OF GAMERS AND THEIR POTENTIAL APPLICATIONS IN THE MULTIMODAL COMPOSITION CLASSROOM .................................................................................................................. 129 Gamers as Cyborgs ................................................................................................ 131 Technology Cyborgs .................................................................................. 132 Using multiple devices ................................................................... 132 Using multimedia devices ............................................................... 139 Becoming proficient with software ................................................. 143 Social Cyborgs ........................................................................................... 147 Digital communities ....................................................................... 148 Social
Recommended publications
  • The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
    THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr.
    [Show full text]
  • Roll 2D6 to Kill
    1 Roll 2d6 to kill Neoliberal design and its affect in traditional and digital role-playing games Ruben Ferdinand Brunings August 15th, 2017 Table of contents 2 Introduction: Why we play 3. Part 1 – The history and neoliberalism of play & table-top role-playing games 4. Rules and fiction: play, interplay, and interstice 5. Heroes at play: Quantification, power fantasies, and individualism 7. From wargame to warrior: The transformation of violence as play 9. Risky play: chance, the entrepreneurial self, and empowerment 13. It’s ‘just’ a game: interactive fiction and the plausible deniability of play 16. Changing the rules, changing the game, changing the player 18. Part 2 – Technics of the digital game: hubristic design and industry reaction 21. Traditional vs. digital: a collaborative imagination and a tangible real 21. Camera, action: The digitalisation of the self and the representation of bodies 23. The silent protagonist: Narrative hubris and affective severing in Drakengard 25. Drakengard 3: The spectacle of violence and player helplessness 29. Conclusion: Games, conventionality, and the affective power of un-reward 32. References 36. Bibliography 38. Introduction: Why we play 3 The approach of violence or taboo in game design is a discussion that has historically been a controversial one. The Columbine shooting caused a moral panic for violent shooter video games1, the 2007 game Mass Effect made FOX News headlines for featuring scenes of partial nudity2, and the FBI kept tabs on Dungeons & Dragons hobbyists for being potential threats after the Unabomber attacks.3 The question ‘Do video games make people violent?’ does not occur within this thesis.
    [Show full text]
  • Dying Light Two Release Date
    Dying Light Two Release Date Berke is decrescendo and bespread communally while justificatory Kareem enwreathes and swashes. Jumbo and elaborated Daryle superpraise: which Glynn is uneclipsed enough? Christian uncrates unchangingly as busy Kent damn her spindling antagonizes Socratically. The game relevant affiliate commission Shows the Silver Award. The value does not respect de correct syntax. Sondej wrote on Twitter that the game is still in the works and that any statements about a Microsoft acquisition are false. The Bozak Horde is the new DLC that opens up a new challenge arena in The Stadium. They just might save your hide. This theme park, once a bustling, lively district, now sits in ruins, the oversized Octopus attraction mirroring the famous Ferris wheel in Pripyat, near Chernobyl. This free community and resources that being one x enhanced edition was in dying light two release date has an account. Techland has announced that the launch of the sequel zombie survival video game has been delayed and no new release date has been set. You can see a list of supported browsers in our Help Center. The biggest subreddit for leaks and rumours in the gaming community, for all games across all systems. Techland assures that new info will be shared in the new year. Call of Duty League season. If there was no matching functions, do not try to downgrade. View the discussion thread. Electrified weaponry makes you the life of the party. This item can bet fans around you, if email or purchase them for dying light two release date checks out of our algorithm integrated with it has been.
    [Show full text]
  • Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States
    Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States The Harvard community has made this article openly available. Please share how this access benefits you. Your story matters Citation Buonocore, Cathryn E. 2016. Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States. Master's thesis, Harvard Extension School. Citable link http://nrs.harvard.edu/urn-3:HUL.InstRepos:33797406 Terms of Use This article was downloaded from Harvard University’s DASH repository, and is made available under the terms and conditions applicable to Other Posted Material, as set forth at http:// nrs.harvard.edu/urn-3:HUL.InstRepos:dash.current.terms-of- use#LAA Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States Cathryn E. Buonocore A Thesis in the field of Sustainability for the Degree of Master of Liberal Arts in Extension Studies Harvard University November 2016 Copyright 2016 Cathryn E. Buonocor Abstract This study examines and compares the environmental footprint of video game distribution on last generation consoles, current generation consoles and personal computers (PC). Two different methods of delivery are compared on each platform: traditional retail on optical discs and digital downloads in the U.S. Downloading content has been growing and is used to distribute movies, music, books and video games. This technology may change the environmental footprint of entertainment media. Previous studies on books, music, movies and television shows found that digital methods of distribution reduced emissions. However, prior research on video games, looking only at previous generation consoles, found the opposite conclusion.
    [Show full text]
  • The Scrabble Player's Handbook Is Available for Free Download At
    The Scrabble Player's Handbook is available for free download at www.scrabbleplayershandbook.com 1 Contents Introduction 3 Meet The Team 5 What's Different About Competitive Scrabble? 10 How To Play Good Scrabble 11 The Words 14 What Is Scrabble? 16 Scoring Well 21 Understanding Rack Leaves 32 Word Learning 35 The First Move 46 Tile Tracking 50 Time Management 54 Exchanging 58 Phoneys 64 Set-Ups 65 Open and Closed Boards 68 The Endgame 75 Playing Style 85 How To Play Amazing Scrabble 94 The Luck Element 98 The Game Behind The Game 99 Starting Out in Competitive Play 101 Quackle 103 Zyzzyva 109 Internet Scrabble Club 115 Aerolith 117 Scrabble by Phone 119 Books 121 Scrabble Variants 123 Scrabble Around The World 125 Playing Equipment 127 Glossary 128 Appendix 133 Rules Governing Word Inclusion 133 Two-letter words 137 Three-letter words 140 SCRABBLE® is a registered trademark. All intellectual property rights in and to the game are owned in the U.S.A. by Hasbro Inc., in Canada by Hasbro Canada Inc. and throughout the rest of the world by J.W. Spear & Sons Ltd. of Maidenhead SL6 4UB, England, a subsidiary of Mattel Inc. Mattel and Spear are not affiliated with Hasbro or Hasbro Canada. The Scrabble Player's Handbook is available free of charge. There is no copyright on the contents and readers are encouraged to distribute the book in PDF or printed form to all who would benefit from it. Please respect our work by retaining the footer on every page and by refraining from reproducing any part of this book for financial gain.
    [Show full text]
  • Automated Program Transformation for Improving Software Quality
    Automated Program Transformation for Improving Software Quality Rijnard van Tonder CMU-ISR-19-101 October 2019 Institute for Software Research School of Computer Science Carnegie Mellon University Pittsburgh, PA 15213 Thesis Committee: Claire Le Goues, Chair Christian Kästner Jan Hoffmann Manuel Fähndrich, Facebook, Inc. Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Software Engineering. Copyright 2019 Rijnard van Tonder This work is partially supported under National Science Foundation grant numbers CCF-1750116 and CCF-1563797, and a Facebook Testing and Verification research award. The views and conclusions contained in this document are those of the author and should not be interpreted as representing the official policies, either expressed or implied, of any sponsoring corporation, institution, the U.S. government, or any other entity. Keywords: syntax, transformation, parsers, rewriting, crash bucketing, fuzzing, bug triage, program transformation, automated bug fixing, automated program repair, separation logic, static analysis, program analysis Abstract Software bugs are not going away. Millions of dollars and thousands of developer-hours are spent finding bugs, debugging the root cause, writing a patch, and reviewing fixes. Automated techniques like static analysis and dynamic fuzz testing have a proven track record for cutting costs and improving software quality. More recently, advances in automated program repair have matured and see nascent adoption in industry. Despite the value of these approaches, automated techniques do not come for free: they must approximate, both theoretically and in the interest of practicality. For example, static analyzers suffer false positives, and automatically produced patches may be insufficiently precise to fix a bug.
    [Show full text]
  • Normalizing Monstrous Bodies Through Zombie Media
    Your Friendly Neighbourhood Zombie: Normalizing Monstrous Bodies Through Zombie Media by Jessica Wind A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Master of Arts in Communication Carleton University Ottawa, Ontario © 2016 Jess Wind Abstract Our deepest social fears and anxieties are often communicated through the zombie, but these readings aren’t reflected in contemporary zombie media. Increasingly, we are producing a less scary, less threatening zombie — one that is simply struggling to navigate a society in which it doesn’t fit. I begin to rectify the gap between zombie scholarship and contemporary zombie media by mapping the zombie’s shift from “outbreak narratives” to normalized monsters. If the zombie no longer articulates social fears and anxieties, what purpose does it serve? Through the close examination of these “normalized” zombie media, I read the zombie as possessing a non- normative body whose lived experiences reveal and reflect tensions of identity construction — a process that is muddy, in motion, and never easy. We may be done with the uncontrollable horde, but we’re far from done with the zombie and its connection to us and society. !ii Acknowledgements I would like to start by thanking Sheryl Hamilton for going on this wild zombie-filled journey with me. You guided me as I worked through questions and gained confidence in my project. Without your endless support, thorough feedback, and shared passion for zombies it wouldn’t have been nearly as successful. Thank you for your honesty, deadlines, and coffee. I would also like to thank Irena Knezevic for being so willing and excited to read this many pages about zombies.
    [Show full text]
  • Opportunities and Open Problems for Static and Dynamic Program Analysis Mark Harman∗, Peter O’Hearn∗ ∗Facebook London and University College London, UK
    1 From Start-ups to Scale-ups: Opportunities and Open Problems for Static and Dynamic Program Analysis Mark Harman∗, Peter O’Hearn∗ ∗Facebook London and University College London, UK Abstract—This paper1 describes some of the challenges and research questions that target the most productive intersection opportunities when deploying static and dynamic analysis at we have yet witnessed: that between exciting, intellectually scale, drawing on the authors’ experience with the Infer and challenging science, and real-world deployment impact. Sapienz Technologies at Facebook, each of which started life as a research-led start-up that was subsequently deployed at scale, Many industrialists have perhaps tended to regard it unlikely impacting billions of people worldwide. that much academic work will prove relevant to their most The paper identifies open problems that have yet to receive pressing industrial concerns. On the other hand, it is not significant attention from the scientific community, yet which uncommon for academic and scientific researchers to believe have potential for profound real world impact, formulating these that most of the problems faced by industrialists are either as research questions that, we believe, are ripe for exploration and that would make excellent topics for research projects. boring, tedious or scientifically uninteresting. This sociological phenomenon has led to a great deal of miscommunication between the academic and industrial sectors. I. INTRODUCTION We hope that we can make a small contribution by focusing on the intersection of challenging and interesting scientific How do we transition research on static and dynamic problems with pressing industrial deployment needs. Our aim analysis techniques from the testing and verification research is to move the debate beyond relatively unhelpful observations communities to industrial practice? Many have asked this we have typically encountered in, for example, conference question, and others related to it.
    [Show full text]
  • February 2015.Pdf (12.35Mb)
    THE FACTORYTIMESDecember 2014 February 2015 INSIDE: SPORTS! COMEDY TIPS! STUPID PEOPLE! MOVIES! AND MORE! PUBLICATION DIRECTOR KRZYSZTOF GAWEL LEAD DESIGNER MICHAEL ROSENBERG CHIEF EDITOR ELLIOT O’REILLY CONTRIBUTOR ASHTON SIMONS DESIGNER ZACH HANDZEL DESIGNER MATTHEW HANDZEL DESIGNER PAUL JUILIANI CONTRIBUTOR MIKE SIMPSON WRITER ANTHONY BAPTISTE JAME$ CHAU JAMES CHAU WRITER ELIAS PAPATHEODOROU DESIGNER KAREN SEGERBERG ADVISORS KEVIN VOLO PRINTING E-mail us! CONTRIBUTOR WRITER ROBERT JONES KIRA GREGORY EUNICE-ROSE SOljOUR & [email protected] SUNYIT PRINT SHOP 2 • factory times factory times • 3 Greetings and salutations, NEW Welcome back to the place that we all know and love, the State University of New York Institute of technol….Polytechnic Institute, or SUNY Poly for short. It’s 2015 folks, and whether you are a second semester freshmen, transfer student, or a soon to be graduating senior, you should make 2015 your year. The spring semester always brings a feeling of “YAAASS, it’s almost summer” but pause real quick and think about this. Why are you TECHNOLOGY_ more excited for what’s coming up rather than what is currently happening? There are a WRITTEN_BY//MIKE_SIMPSON lot of things to look forward to in 2015. The results of the Cosby allegations, Star Wars DESIGNED_BY//ASHTON_SIMONS Episode VII, and the PC port of Grand Theft Auto V would have anyone on the edge of their seat. Just member the phrase “be here now” from time to time and though cliché, it still holds some serious weight. Don’t get me wrong, I know that it’s always good to look Thank goodness we live in the future, folks, and I use that term loosely.
    [Show full text]
  • V=B1zwyynorq8
    MITOCW | watch?v=B1zWyyNoRq8 The following content is provided under a Creative Commons license. Your support will help MIT OpenCourseWare continue to offer high quality educational resources for free. To make a donation or view additional materials from hundreds of MIT courses, visit MIT OpenCourseWare at ocw.mit.edu. PROFESSOR: All right. So I am really happy to say that we've got SWERY. Do you go with SWERY or Swery65? SWERY: SWERY please. PROFESSOR: SWERY. Swery65's Twitter. Your Twitter account. SWERY: Yes. INTERPRETER: So a developer. He's visiting us from Japan, visiting for the Video Game Orchestra, which Shota-- is he in the room right now? SHOTA: I'm here. PROFESSOR: There he is-- is organizing that orchestra. They're playing tomorrow. That's right? Yeah. So we sent you the code for that. So please, if you're interested in attending, please do attend that. It'll be really fun. They'll be playing some of the music from SWERY's most recent game. SWERY's from Access Games? SWERY: Yes. PROFESSOR: And previous games he's made include Spy Fiction, Deadly Premonition, and the Deadly Premonition director's cut. And a few others. SWERY: To Japan. Ace Combat. Or [? Ganda. ?] Something. PROFESSOR: So from Namco Bandai. Those were Namco games. Yeah. So he's made a bunch of different types of games. We really like, at the lab, we really enjoy the Deadly Premoniton game. It's a great open-world simulation game that it plays a lot differently than if you're used to the normal Grand Theft Auto.
    [Show full text]
  • Master Thesis Project Artificial Intelligence Adaptation in Video
    Master Thesis Project Artificial Intelligence Adaptation in Video Games Author: Anastasiia Zhadan Supervisor: Aris Alissandrakis Examiner: Welf Löwe Reader: Narges Khakpour Semester: VT 2018 Course Code: 4DV50E Subject: Computer Science Abstract One of the most important features of a (computer) game that makes it mem- orable is an ability to bring a sense of engagement. This can be achieved in numerous ways, but the most major part is a challenge, often provided by in-game enemies and their ability to adapt towards the human player. How- ever, adaptability is not very common in games. Throughout this thesis work, aspects of the game control systems that can be improved in order to be adapt- able were studied. Based on the results gained from the study of the literature related to artificial intelligence in games, a classification of games was de- veloped for grouping the games by the complexity of the control systems and their ability to adapt different aspects of enemies behavior including individual and group behavior. It appeared that only 33% of the games can not be con- sidered adaptable. This classification was then used to analyze the popularity of games regarding their challenge complexity. Analysis revealed that simple, familiar behavior is more welcomed by players. However, highly adaptable games have got competitively high scores and excellent reviews from game critics and reviewers, proving that adaptability in games deserves further re- search. Keywords: artificial intelligence in games, adaptability in games, non-player character adaptation, challenge Preface Computer games have become an interest for me not so long ago, but since then they have turned almost into a true passion.
    [Show full text]
  • Cutscenes, Agency and Innovation Ben Browning a Thesis In
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Concordia University Research Repository Should I Skip This?: Cutscenes, Agency and Innovation Ben Browning A Thesis in The Mel Hoppenheim School of Cinema Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts (Film Studies) at Concordia University Montreal, Quebec, Canada April 2016 © Ben Browning CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Ben Browning Entitled: Should I Skip This?: Cutscenes, Agency and Innovation and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Film Studies) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: Chair Darren Wershler External Examiner Peter Rist Examiner Marc Steinberg Supervisor Approved by Haidee Wasson Graduate Program Director Catherine Wild Dean of the Faculty of Fine Arts Date ___________________________________ iii ABSTRACT Should I Skip This?: Cutscenes, Agency and Innovation Ben Browning The cutscene is a frequently overlooked and understudied device in video game scholarship, despite its prominence in a vast number of games. Most gaming literature and criticism concludes that cutscenes are predetermined narrative devices and nothing more. Interrogating this general critical dismissal of the cutscene, this thesis argues that it is a significant device that can be used to re-examine a number of important topics and debates in video game studies. Through an analysis of cutscenes deriving from the Metal Gear Solid (Konami, 1998) and Resident Evil (Capcom, 1996) franchises, I demonstrate the cutscene’s importance within (1) studies of video game agency and (2) video game promotion.
    [Show full text]