ABSTRACT

This chapter begins with an examination possible ways that the video-game modes can interact with each other or can be configured within a multimodal ensemble, as, after all, this is the primary goal of multimodal studies. It uses the term 'consonance' to continue the use of musical metaphors like 'ensemble' and 'harmony' already used in multimodal research. The chapter defines modal consonance as the way in which communicative modes work together to reinforce one another thematically, aesthetically, experientially, or rhetorically. It focuses on expressive goals, which revolve around persuasion and user-experience (UX) design, but these goals might also be aesthetic. The chapter provides a brief overview of the form of rhetorical analysis in games. It demonstrates how multi-modal consonance works with a much narrower focus, which is a somewhat more pragmatic—if not as thorough—form of analysis. The chapter examines how modal consonance can be used to create persuasive messages and compelling experiences in videogames.