Mise-en-jeu: A Framework for Analysing the Design Grammar of Videogames
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| Publicado en: | PQDT - Global (2025) |
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ProQuest Dissertations & Theses
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| Acceso en línea: | Citation/Abstract Full Text - PDF |
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| Resumen: | This thesis studies the mise-en-jeu of videogames, a representational concept that manifests itself in the mediated space of videogames. The study proposes a framework for the analysis and design of the mise-en-jeu, one that can look holistically at the mediated space of videogames, and which results from the identification of this gap. We begin by proposing a definition of mise-en-jeu, informed by the cinematic mise-en-scène and the specificities of the videogame medium, particularly its focus on interactivity and spatiality. We exemplify how this framework can be used in different contexts and how it can be adapted and modularized.This study analyses the subjective processes involved in creating and playing games by using qualitative and quantitative methodologies, including surveys, interviews, workshops, literature reviews and practical trials. Individual experiences were studied from a phenomenological perspective, while communities of game designers, researchers and our own relationship with the medium were studied from an ethno-graphic perspective. The study included a multicultural literature review and case studies and followed on from our previous research work. The study was guided by a post-positivist perspective, which acknowledged the influence of our acquired knowledge on our observations.A modular framework was developed, encompassing categories that address fundamental aspects of game design and aesthetics. The framework promotes a flexible and holistic analysis by relating modalities and assisting creative design. Its practical and scientific value has been confirmed by empirical testing and community validation, which has also confirmed its ability to fill gaps in previous studies, particularly in the integration of interfaces, spatial design, and visual and sonic elements into a cohesive structure. The main contributions include a categorisation of soundscapes that relates mediation, sound origin and ecological context, an adequately adjusted taxonomy for interfaces, and new perspectives on spatial design. A flexible sectioning model was also created for analysing games' conventional structures, extending the framework's applicability while also being available for independent use. This provides tools for the conceptualisation and analysis of games and opens avenues for future research. |
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| ISBN: | 9798265497598 |
| Fuente: | ProQuest Dissertations & Theses Global |