ABSTRACT

This introduction presents an overview of key concepts discussed in the subsequent chapters of this book. The book provides an overview of some of the semiotic and hermeneutic challenges inherent in studying videogames, such as the adaptability of play and the ontological slipperiness of 'games' as category. It also provides an overview of the particular modes commonly found in videogames, such as text, still and moving image, music, sound effect, and haptics. The book examines how modalities can be 'aligned' or configured to reinforce one another thematically, aesthetically, or rhetorically. It shows how the convergence of modes can be used to create a sense of realism and immersion in virtual environments to phenomenologically persuade players into believing that they are in 'real' environments. The book discusses the potential role of commercial virtual reality technologies in increasing players' senses of immersion and realism.