Show simple item record

dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorBleeker, M.A.
dc.contributor.authorOttens, M.W.J.K.
dc.date.accessioned2018-08-02T17:01:19Z
dc.date.available2018-08-02T17:01:19Z
dc.date.issued2018
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/30027
dc.description.abstractIn this research master thesis, I attempt to further game literacy, by looking to established vocabularies from other fields of study. Specifically, I transpose outside terms for describing movement systems in specialized detail, to interpretations of video games. This adds to extant game studies works that look at physical and conceptual spatial properties of games. Such works see players interpreting games spatially, through meaningfully organized systems of movement. I chose to add to these works on the kinetic aspect of games, with my own provisional and experimental transposition of terms taken from Erin Manning’s philosophical and cultural studies efforts. Manning develops numerous concepts for describing motion of all kinds, especially so for her interpretations of dance. She does this with a so-called process ontological intent, which is to philosophically frame and describe all reality as interrelated, across all scales, and also to describe all things as adaptive and moving, each in a meaningfully distinct way. Manning develops concepts mainly through interpreting cultural artifacts, akin to my intent for this thesis. For this experiment, I transpose eight terms developed in Manning’s interpretations of dance, to an extensive case study of the popular video game Middle-Earth: Shadow of Mordor. Those eight terms of Manning deal most concretely with different aspects of motion, at different levels of scale and complexity. Other theorists with interpretive concepts for motion systems, for dance specifically, seemed less immediately applicable, comprehensive, or viable for this present thesis. In eight paragraphs, I test the viability of eight of Manning’s concepts, with relevant supplementary concepts explored in each paragraph. Broadly, this leads me to describe how players are meaningfully moved to act in Middle-Earth: Shadow of Mordor, and games more broadly. I also get at how this is meaningfully framed as involving larger moving systems in such games. Middle-Earth: Shadow of Mordor is a game in which most all elements are overtly dynamic, adaptive, and interrelated. I therefore chose it as a case study to extensively try Manning’s concepts on. Other video games provide counterexamples in each paragraph, to each interpretive use of one of Manning’s terms.
dc.description.sponsorshipUtrecht University
dc.format.extent8077312
dc.format.mimetypeapplication/pdf
dc.language.isoen_US
dc.titleFinding words for how video games move us: Interpreting games as motion systems in Erin Manning’s process ontology terms
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsProcess Ontology, Movement in Games, Transmedia Studies, Game Studies, Media Studies, Erin Manning, Analytic Terms
dc.subject.courseuuMedia and Performance Studies


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record