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Time, Space, and Motion inBraid

A Cognitive Semantic Approach to a Video Game

Datos Bibliográficos

ID2409545
AutoresDušan Stamenković (0000-0002-0121-4591, University of Nis, autor de correspondencia), Milan Jaćević (0000-0002-5218-3780, University of Belgrade)
Año2015
Volumen10
Número2
Páginas178-203
Fecha de publicación2015-03-01
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaGames and Culture (JOURNAL)
Identificadores de la revistaISSN: 1555-4120 • E-ISSN: 1555-4139
EditorialSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412014557640
OpenAlexW3125134488
IdiomaEN
Citas recibidas3
Referencias citadas41

This article (1) analyzes the computer game Braid with regard to the TIME IS SPACE/MOTION metaphor and the multimodal approach, (2) links the possibilities of such a study to the existing studies of temporality in video games, and (3) explores the link between the game's narrative and its gameplay mechanics based on the TIME IS SPACE/MOTION metaphor. The theoretical section briefly overviews conceptual metaphor theory, the TIME IS SPACE/MOTION metaphor, multimodality, CMT in video games, time in video games, and several studies related to the game. The main section investigates Braid so as to evaluate the ways in which the TIME IS SPACE/MOTION metaphor operates within each of the game worlds and how this affects the narrative and the gameplay. The complex, unconventional relations existing among time, space, motion, and causality result in a unique coupling between the narrative and the use of the TIME IS SPACE/MOTION metaphor

Braid · Epistemology · Linguistics · Metaphor · Motion (physics · Multimedia · Narrative · Physics · Section (typography · Spacetime · Temporality · Video game · Computer Science · Digital Games and Media · Language, Metaphor, and Cognition · Narrative Theory and Analysis · Philosophy · Artificial Intelligence

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Obras citantes distintas3
Citas por año0,75
Intervalo de citas2022 - 2025 (4)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 3
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