Multimodalna analiza video igre Life is Strange

This thesis aims to explore the role of multimodality in the interactive narrative video game Life is Strange (2015), with particular focus on how the game constructs meaning and mediates communication between the player and the system. Drawing on theories from multimodal discourse analysis and game studies, the thesis identifies and analyses the interplay of linguistic and visual modes throughout the game. Attention is given to how these modes contribute to gameplay and narrative immersion. The thesis argues that video games are a productive field for critical discourse analysis and multimodal critical discourse analysis, and engages with multimodal critical discourse analysis to investigate how the game reflects and negotiates identity. The findings suggest that Life is Strange communicates with the player through a variety of modes, where each communicative mode reinforces and extends the impact of the others. The game thus illustrates how interactive media can function as intricate discursive spaces, which offer players new ways to engage with narrative and reflect on social and cultural topics. This work contributes to the growing field of game discourse analysis and encourages further exploration of meaning-making processes in interactive digital narratives.

Publication Details

Journal
ODRAZ (University of Zagreb Faculty of Humanities and SocialSciences)
Published
2025-09-16
Primary Topic
Global Maternal and Child Health
Type
article
Field-Weighted Citation Impact
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article

Multimodalna analiza video igre Life is Strange

ODRAZ (University of Zagreb Faculty of Humanities and SocialSciences)
Global Maternal and Child Health
article

Multimodalna analiza video igre Life is Strange

article en

Abstract

This thesis aims to explore the role of multimodality in the interactive narrative video game Life is Strange (2015), with particular focus on how the game constructs meaning and mediates communication between the player and the system. Drawing on theories from multimodal discourse analysis and game studies, the thesis identifies and analyses the interplay of linguistic and visual modes throughout the game. Attention is given to how these modes contribute to gameplay and narrative immersion. The thesis argues that video games are a productive field for critical discourse analysis and multimodal critical discourse analysis, and engages with multimodal critical discourse analysis to investigate how the game reflects and negotiates identity. The findings suggest that Life is Strange communicates with the player through a variety of modes, where each communicative mode reinforces and extends the impact of the others. The game thus illustrates how interactive media can function as intricate discursive spaces, which offer players new ways to engage with narrative and reflect on social and cultural topics. This work contributes to the growing field of game discourse analysis and encourages further exploration of meaning-making processes in interactive digital narratives.

ODRAZ (University of Zagreb Faculty of Humanities and SocialSciences)
Openalex Percentile: Top 31%
Global Maternal and Child Health
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