enacting the point of being_pov
TRANSCRIPT
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Table of Contents
List of Figures and Tables......................................................................................v
1 Introduction .................................................................................................1
1.1 SOURCES AND REFERENCES. SOURCE CRITIC REMARKS..............................................................................71.2 CHAPTER OVERVIEW ..................................................................................................................................10
2 Cognitive theory in the study of audiovisual media ......................... 13
2.1 DEFINTIONS OF COGNITION ........................................................................................................................132.2 IN THE BEGINNING WAS HUGO MÜNSTERBERG .........................................................................................202.3 POST PSYCHOANALYSIS: THE COGNITIVE APPROACH IN SHORT ...............................................................22
3 Point of view and subjectivity................................................................ 29
3.1 WHICH POINT OF VIEW? .............................................................................................................................293.2 THE OPTICAL POINT OF VIEW......................................................................................................................333.3 THE METAPHORICAL POINT OF VIEW..........................................................................................................38
3.4 SUMMARY...................................................................................................................................................48
4 Affordances and constraints: Some notes and elaborations onGibson’s ecological approach to visual perception ........................... 53
4.1 THE ECOLOGICAL ENVIRONMENT ACCORDING TO GIBSON.......................................................................534.2 THE AFFORDANCES OF THE ENVIRONMENT ...............................................................................................564.3 TECHNICAL AFFORDANCES AND CONSTRAINTS OF MEDIA ........................................................................584.4 THE MISSING DON’T FIRE BUTTON: JOHNNY’S PROBLEM ENCOUNTERED AGAIN.....................................674.5 SUMMARY...................................................................................................................................................68
5 Experientialist cognitive theory and the embodiment of mind......71
5.1 OUTLINES....................................................................................................................................................71
5.2 BASIC-LEVEL CATEGORIZATION AND BASIC LEVEL PRIMACY ...................................................................745.3 METAPHOR .................................................................................................................................................775.4 IMAGE SCHEMAS ........................................................................................................................................845.5 COGNITIVE / PERCEPTUAL SETS .................................................................................................................1025.6 SUMMARY.................................................................................................................................................109
6 What is in the sound?..............................................................................111
6.1 BLIPS AND BLOPS ARE NOT ONLY BLIPS AND BLOPS ................................................................................1126.2 HEAR-SEEING: ANAPHONES AND BASIC SOUND TERMINOLOGY .............................................................1146.3 SUMMARY.................................................................................................................................................123
7 Interaction and Interactivity: computer games asaudiovisuo(perceptuo)-motor experiences........................................ 125
7.1 THE INTERACTIVITY HYPE........................................................................................................................1257.2 JENS F JENSEN: AN OBJECTIVE APPROACH TO INTERACTIVITY ..............................................................1307.3 BRENDA LAUREL. THEATRE AS AN INTERFACE METAPHOR...................................................................1337.4 JOHN ALEXANDER: AUDIOVISUAL NARRATIVE AND VIEWER INTERACTION ..........................................1377.5 MARK JOHNSON AND GEORGE LAKOFF: A SUBJECTIVE AND EXPERIENTIAL APPROACH TO
INTERACTIVITY AND INTERACTION .........................................................................................................1407.6 SUMMARY.................................................................................................................................................143
8 The Game Ego ..........................................................................................145
8.1 I DREAMT I WAS BRIGITTE BARDOT AND THAT I KISSED ME: THE SUBJECT AND THE SELF .................1458.2 THE SELF AND THE IDENTITY: SUBJECTIVE EXPERIENCE .......................................................................1488.3 CONTROLLABILITY I: FILM INTERFACE VERSUS COMPUTER GAME INTERFACE......................................153
8.4 CONTROLLABILITY II: CONTROLLING THE GAME EGO...........................................................................1608.5 GAME EGO VERSUS AVATAR...................................................................................................................1668.6 SUMMARY.................................................................................................................................................168
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9 Analyses and examples...........................................................................171
9.1 ZORK ........................................................................................................................................................ 1719.2 TENNIS FOR TWO AND PONG ................................................................................................................... 1749.3 SPACE INVADERS ..................................................................................................................................... 1799.4 PAC-MAN ................................................................................................................................................. 1849.5 BUBBLE TROUBLE.................................................................................................................................... 1949.6 DEFENDER................................................................................................................................................ 1959.7 DUKE NUKEM 3D..................................................................................................................................... 1979.8 NHL 2000 ................................................................................................................................................2009.9 DAY OF THE TENTACLE ........................................................................................................................... 2059.10 MYST........................................................................................................................................................ 220
10Results and conclusions: Towards a theoretical framework forcomputer games, interaction and film theory: ................................. 247
10.1 WHAT THIS DISSERTATION WAS ALL ABOUT ........................................................................................... 24710.2 THE TACTILE MOTOR / KINESTHETIC LINK................................................................................................ 25110.3 THE GAME EGO........................................................................................................................................ 25110.4 THE POINT OF VIEW ................................................................................................................................. 253
10.5 THE POINT OF BEING ............................................................................................................................... 25311References.................................................................................................255
11.1 LITERATURE MENTIONED ........................................................................................................................ 25511.2 BOOKS AND ARTICLES OF IMPORTANCE NOT MENTIONED ...................................................................... 26111.3 COMPUTER GAMES................................................................................................................................... 26211.4 MOVIES .................................................................................................................................................... 26411.5 OTHER SOURCES (INTERNET ETC.)........................................................................................................... 265
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List of Figures and TablesFIGURE 1: FILM- AND COMPUTER GAME INTERFACE....................................................................................................155FIGURE 2: RUSSEL AND NORVIG’S AI SCHEMA............................................................................................................156FIGURE 3: SCREEN SHOT OF PONG ................................................................................................................................176
FIGURE 4: PONG CONTROLS ..........................................................................................................................................178FIGURE 5: COMPUTER SPACE CONTROLS......................................................................................................................178FIGURE 6: ODYSSEY GAMING SYSTEM..........................................................................................................................181FIGURE 7: SCREEN SHOT OF SPACE INVADERS.............................................................................................................182FIGURE 8: SCREEN SHOT OF PAC-MAN GAME ENVIRONMENT. ....................................................................................187FIGURE 9:SCREEN FROM SOUNDEDIT 16......................................................................................................................189FIGURE 10: PAC-MAN CABINET. ...................................................................................................................................192FIGURE 11: PAC-MAN CONTROLS.................................................................................................................................193FIGURE 12: SOUNDWAVE AND SPECTRUM OF BRØDERBOUND LOGOTYPE MOVIE.......................................................225FIGURE 13: THE DOCK IN MYST. NOTE THE USE OF LINEAR PERSPECTIVE .................................................................245FIGURE 14: FROM THE FORECHAMBER BESIDE THE DOCK. NOTE THE LOCATION OF THE BUTTON.............................245TABLE 1: GRODAL’S GAME PROTOTYPES EXTENDED WITH TYPE OF CONTROL ...........................................................163TABLE 2: MANIFESTATION OF THE GAME EGO ............................................................................................................168
TABLE 3: VOCAL INTERACTION EVENTS / INTERACTIONAL SPEECH ACTS ...................................................................211TABLE 4: MOTOR INTERACTION EVENTS ......................................................................................................................212
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1 Introduction
What is going on in the embodied human mind while playing computergames?
In my work on this dissertation, I have found that computer games make
possible the study of salient features of our daily environment. In order to
make a computer game the designers have to have some basic knowledge
about how human beings behave in a natural environment. That is, how we
move around, how we plan our movement, what distracts us from carrying
out these plans and so on and so forth. By designers, I do not necessarily
mean single persons but rather the team making the games i.e. thegraphical artist, the sound designer, the programmer, the scriptwriter, and
others. Much work on computer games is done intuitively. The designers
know that this or that way of making things works. Intuition is nothing
more than knowledge we are unaware of having. We all have a basic
understanding of our real world environment. The earth is experienced as
mainly flat, things will fall to the earth if dropped, if we stack things in a
pile, it will be higher the more we add, we move in the direction of our eyes
etc. The experience of being within the world with a human body makes up
the basis for our conceptual system according to George Lakoff and Mark
Johnson. I argue that the field of computer games will benefit from being
studied not only from a theoretical approach stemming from film- and media
theory at large but one should also take into account the basis for the human
conceptual system. I have found the experientialist cognition of Lakoff and
Johnson to be a fruitful way. In part, it explores and explains the intuitive
way of making computer games. Computer games are also striking examples
of how human perception works. The ecological approach to visual
perception as explained by James J. Gibson is an important part of theframework suggested. Gibson’s theory is partly incorporated within
experientialist cognition. My dissertation will show that Gibson’s ideas of
affordances and constraints apply well to computer games. In fact, very
much of computer game environment construction relies on how the human
perceptual system is able to find the affordances of the objects contained
within the game environment. Some games allow the game player more or
less unlimited time to find out these affordances, e.g. Myst (Brøderbund
1993), Zork (Infocom 1981), while others do not e.g. Pac-Man (Namco 1980)
and Unreal Tournament (Epic Mega Games/GT Interactive 1999).
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The objective of this dissertation is to put forth a theory on how the
embodied human mind plays a role in shaping our understanding of
computer games, the worlds, the environments and characters within them
and the experience of computer game playing. Central to this work are
concepts such as point of view, subjectivity, identity, identification,interaction, and interactivity, which I will examine, question, challenge, and
even in some cases replace with what I consider more well suited terms. In
order to set forth the objectives of this dissertation, I will make a number of
claims that I will approach and discuss thoroughly in the following chapters.
I have already made one claim when saying that the human mind is
embodied. That is my foremost claim. Playing a computer game involves the
human body as well as the human mind. It is an interaction process of the
body/mind. We use our human motor system to manipulate a control deviceof some sort while playing. The manipulation of the control device will have
effects on the objects within the game environment. These objects might be
taking on a visual or auditory appearance. That is, they might be categorized
by us perceivers as sounds or images. We use our mind to bring into being an
understanding of the game’s objectives, the game environment, the
characters and objects within the game and plan a strategy concerned with
how to play the game. That is, we make us an initial hypothesis about the
game situation that later we might be forced to alter. There is an interaction
of events going on between the body/mind of the game player and thecomputer game. The human mind and the human body are dependent upon
each other. That which goes on in the mind is to large extent a result of the
constitution of the human body and the society/culture in which this human
body resides. This is the essence of a theory central the present work,
namely what is known as experientialist cognition as explained by George
Lakoff and Mark Johnson in numerous works.
Humans have a conception (and an understanding) of the world in which
they exist. Most of us have some awareness of the regularities of nature. If one holds a stone in one’s hand and lets go, it will most probably fall to the
ground or at least fall down to a lower place than from which it was dropped.
It is one of those phenomena that we, as human beings, have a shared
knowledge of. It is a regular thing to occur in nature. Stones dropped will
fall to the ground. The explanation why it falls is part of a culture. To clarify
what I mean by this consider the following: Aristotle, Newton, and Einstein
would explain why the stones falls to the ground in very different ways.
Aristotle held the belief that a falling body was seeking its natural position.
Newton would say that gravity made the stone fall while Einstein would say
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INTRODUCTION
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that no force made the stone fall. All these three try to explain in different
ways observations of a natural regularity equal to them all. They belong to
different ages and different cultures. Scientific traditions, paradigms, are
part of and even affects culture. Cultures, though, are not stable. They
develop over time and mix with each other. By this I just want to make clearthat we must be aware that some parts of our conceptions and explanations
of how the world works are the result of the cultures in which we live and
some parts are equal to most of us from the fact that we are humans.
Humans constantly construct the world out of sensory data by being within
the world. The world and the environment we occupy have a known way of
functioning. The sun rises at dawn and sets in the evening for instance. This
is something we know. However, this is not correct if we apply a scientific
explanation. The sun only appears to rise due to the rotation of the earth.
However, the experience of this is that sun itself rises. Hence, we have astrong basis in our human experience of this kind of relation. The sun is an
object in the sky, and that object moves according to a specific pattern.
What I am aiming at is to make clear that the relation between the world
and our human body is of importance for this study. We are apt to make us
explanations of why the world is the way it is, and why we perceive it this or
that way. We have a need to know things about the world in order to survive
in it. Knowledge about falling objects and the regularities of the rising and
setting sun for instance are important factors in human life. Furthermore, ineveryday life we perceive our body within world, within the environment;
e.g. we know where our arms are; we know what our feet do etc. mostly
without thinking about it. This is due to proprioception, which is the sense
that keeps track of the parts of the body, for instance, the positions of our
limbs and our head. As we will find, certain computer games allow the game
player to establish a proprioception based on vision, audition, and tactile
motor action. These add up to a tactile motor/kinesthetic link and
kinesthesia, which is a sensory awareness of the positions of the limbs and
body in a game environment. In addition, when so doing we have a strong
performative experience of interaction and of being within a world (or rather
an environment).
Computers are multi-semantic, multi-modal, multi-tasking, and multi-
purpose machines. To claim that computers are multi-semantic and multi-
modal is to say that computers are machines that handle signs and sign
systems in many different modes. It may be through visuals, sound and
sensory motor interaction. It may perform all these modes at the same time
and for several different purposes. A computer can survey and control the
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production in a factory. It can be a web-server. It can be used to record
music, edit video, serve as an advanced typewriter, and perform extremely
complicated calculations of sorts, control the flow of gasoline in a car, and it
may also be used to play games. This dissertation is primarily about
computer games and how what is known as experientialist theory of cognition can be used as a theoretical framework in the analysis of such
games. Computer games are multi sensory experiences. One can describe
them as consisting of at least three predominant senses in claiming that
they are audiovisuo-motor experiences. In other words, they involve hearing,
vision and concrete motor action. Motor action is part of the proprioceptive
system giving a sensory awareness of the body’s position in the environment,
i.e. kinesthesia.
Not only the experientialist theory of cognition is important for myanalytical framework however. I will as mentioned earlier, use some terms
and ideas from James J. Gibson’s work on visual perception such as
affordances and constraints etc. Gibson’s work shares some factors with
Lakoff’s and Johnson’s experiential approach to cognition, which we will get
back to in chapters to come.
Some further basic questions to guide the reader into the objectives of this
study might be in place. Why are we able to know how to operate a game like
Pac-Man or find our way through the world of Myst? Computer games aremanipulable and interactable systems that somehow invite us as players to
take part in them.1 Computer games are about manipulating the
environment and the objects making up the environment within the game. A
game does most often suggest the presence of a location that we interpret as
a kind of rule governed environment.
Computer games are commonly incorporating images, sound and direct
manipulation. Object manipulation is what differentiates computer games
from film as will be shown in the following chapters.
Let us study a shortened passage from the book Only You Can Save
Mankind by Terry Pratchett, for the purpose of getting into the idea of what
might lie behind how and why we engage in computer game playing. In this
passage we will meet eleven-year-old Johnny, an experienced computer
game player, who plays a new computer game and who suddenly encounters
something, for him at least and probably for most, highly unusual while
playing. My analysis of this quote goes a little deeper than to commentary on
1 The term interactable is a neologism that I introduce in this dissertation. The full meaning of it and itsreason for being will be revealed and discussed in chapters 4 and 7.
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INTRODUCTION
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the quote itself since I also acknowledge the context of the quote within the
book it is taken from:
[…]We wish to talk.
Johnny blinked at the message on the screen.[…]
We wish to talk.
His finger hovered on the Fire button. Then, withoutreally looking, he moved it over to the keyboard andpressed Pause.
Then he read the manual. […]
There was nothing in the manual about messages.Johnny riffled through the pages. It must be one of the New Features the game was Packed With.
He put down the book, put his hands on the keysand cautiously tapped out: Die, alein [sic] scum/
No! We do not wish to die! We wish to talk!
It wasn’t supposed to be like this, was it?
Wobbler Johnson who’d given him the disc andphotocopied the manual on his dad’s copier, had saidthat once you’d completed level 10 you got given anextra 10.000 points and the Scroll of Valour andmoved on to the Arcturus Sector, where there weredifferent ships and more of them.
Johnny wanted the Scroll of Valour.
Johnny fired the laser one more time. Swsssh. Hedidn’t really know why. It was just because you hadthe joystick and there was the Fire button and thatwas what it was for.
After all, there wasn’t a Don’t Fire button.(Pratchett 1993, 10-11. Pratchett's italics).
To some extent, the quote crystallizes why we engage in computer games.
They provide something desirable to us. They provide experiences that are
schematic in their nature and that are well suited for rapid understanding of
the game environment and sensory immersion. They provide structuredevents and possibilities for interaction. If we study the quote closely, we will
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find some interesting things. “We wish to talk”, says the game. This is
communicated by written language on the screen as the following sentence of
the quote reveals. Johnny’s reaction in turn reveals that he is surprised by
this output from the game. He has a general understanding of what
computer game playing is all about being a well experienced player. It is notwithin the usual schematic structure for the game to behave like this. It is a
problem so unusual even that Johnny has to read the manual before
proceeding with his session. Although he reads the manual, he can not find
any explanation for the game’s unexpected behavior. In order to solve this
problem and to ease his confusion, he decides to make up a hypothesis of his
own on why the game behaves this way. He decides that this must be some
result of the new features the game is supposed to be packed with. In
addition, such features do match the general schematic understanding of
computer games. That is to say, it matches well the presumptions to bemade about such games. When Johnny has tried to adjust to what is
happening and found a plausible explanation, he starts over and begins to
interact with the game. He writes a response to the whish the game system,
or rather the inhabitants of the game, puts forth. In this response, he makes
a very personal attack on them when offending them: “Die alein scum!” (sic.)
as he writes. In other words, he is personalizing the game system and he is
animating it. Again, the game does something unexpected when repeating
its request of wishing to talk (as opposed to dying) and Johnny once again
has to readjust his hypothesis of what is going on. He has to think back on
what a friend has said and not said about the game and he finds that there
is no explanation to be found in this. He only knows that once past level ten
he will be rewarded. This is one of is motivations for playing the game. He
wants to reach new levels and get rewards for his achievements. This is
reinforcement of his actions. So… Johnny now gets himself back to an initial
state of game playing and fires the laser although not really sure why he
does so. He finds again a motivation for his action: there is a Fire button and
this urges him to press it and to fire at the opponent. He fires his weaponseven if this particular opponent behaves unexpectedly and does things that
have never been heard of before. That the opponent in the game wishes to
talk things over instead of blasting Johnny to pieces is something that
Johnny has never encountered earlier (which is suggested by Johnny
reading the manual to find what is going on).
We will now leave Johnny and his trouble of coping with this, for him, very
unusual situation. However, we will get back to him later, more precisely in
chapter 4, 67, when we have some additional terminology to employ on thisquote to deepen the analysis.
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Having now introduced the objectives of this dissertation, it is time for some
formal remarks about sources, references, criteria for choosing certain games
and movies for analysis etc.
1.1
Sources and references. Source critic remarks
Within the present work, I have used an array of sources of different kinds.
Some of them, the ones that are the most theoretical, are traditional
academic sources such as books and articles published by well known
publishing houses or journals. Other sources are movies, television program
and computer applications. The latter are mainly computer games including
computer games played on arcade cabinets, home computer game systems
like Nintendo Entertainment System (NES), Atari, Odyssey, Sony
PlayStation etc. or emulated ROMs from such games and of course gameswritten for home PCs of some kind be it AMIGA, Macintosh or IBM
compatibles. I have also used several Internet sources such as news groups
and web sites. What follows is a presentation of the most important sources
and how I have dealt with them.
1.1.1 Books
The most important source books for this dissertation provide its main
theoretical framework of experientialist cognitive theory. This is the work by
George Lakoff and Mark Johnson. The source material includes their co-
written volumes Metaphors We Live By (1980) and Philosophy in the Flesh
(1999) and their individual work The Body in the Mind (Johnson 1990),
Women, Fire, and Dangerous Things (Lakoff 1987a). There are also some
articles of importance from the pen of George Lakoff. ’Cognitive Semantics’
(1987b), ’The Contemporary Theory of Metaphor’ (1993) and, ’ Sorry I’m Not
Myself Today’ (1996).
James J. Gibson’s The Ecological Approach to Visual Perception (1976) is
also a book worth to mention in this overview since it in part contains ideas
that Lakoff and Johnson adopts in their work. Furthermore, as this
dissertation will show Gibson’s ecological approach to visual perception and
his theory of affordances are in great parts directly applicable on computer
games.
Edward Branigan’s Point of View in the Cinema (1984) and David Bordwell’s
Narration in the Fiction Film (1997) are discussed in chapter 3 on point of
view as a concept. I contrast two ways of understanding this concept by
examples from Branigan and Bordwell respectively.
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1.1.2 Internet sources
Internet sources of significance are http://www.classicgaming.com, which as
the name reveals is a site for information on classic computer games. It is
also a source for emulators and such material.
http://videogames.gamespot.com/ is another site well worth a visit. Some of
the material on Pac-Man comes from this site for instance.
At University of California at Berkeley is the web-site
http://cogsci.berkeley.edu/metaphors / a useful source for those of you who are
interested in further studies on metaphor.
Internet sources, e-mail, news groups, the World Wide Web or other net
sources, are troublesome since they:
1) Might contain more rumors and myths than verified material (news
groups and such). Rumors are maybe to be considered to be kind of a
backbone of the internet (think about how many e-mail you have got saying
that they originate from a guy called Bill Gates at Microsoft giving away this
or that application or from Ericson giving away free WAP cell phones and so
on). The World Wide Web is no better. Game sites handling demos of games
are constantly giving a lot of space to rumors about forthcoming games, new
game systems technical specs. etc.
2) They might be gone when you try to visit them. This is a constant
problem. Some sites contain copyrighted material that is not owned by the
people running the site and hence they must relocate every now and then.
There is also the problem of economics. It is not always free to keep a site
running.
Internet sources in the case of this present work are good in many ways:
1) They provide a dynamic source of information (news groups and such). It
is possible to find information otherwise unpublished or that is soon to be
published through other media channels. The fact that almost anyone
connected to the Internet as a possible content provider is an amazing thing
never before heard of in the history of man.
2) Internet sources provide insight to a culture of computer games and is a
large part of this culture. (There are numerous sites and home pages
containing material of various kinds e.g. specialized PONG sites
(http://www.emuclassics.com/slydc/pong.htm), Pac-Man sites
(http://www.videogames.com) and the like. Almost any of the “big hits” of the
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INTRODUCTION
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arcade of the 1980s has one or more sites on the Internet. Several of these
sites provide game players’ comments about and arguments for the benefits
or shortcomings of this or that game. These have been a valuable source of
information since this kind of material is possible to analyze on the same
premises as the computer games. In other words, this material containsanalyzable judgments about games that reveal how game players have
conceived the games when they where new and how they remember them.
Through these kinds of sources, it is possible to get an understanding about
their interaction experience with these kinds of games.
3) Internet sources contain material otherwise more or less impossible to get
hold of within reasonable time and cost constraints. Game flyers, sound
samples, ROM images, photographs of long since obsolete arcade consoles
and home computer game systems are out there for anyone to find. There aresites whose only content is just game flyers, for instance. Such material is
important since it provides a cultural – and in some cases social context – for
the games. It also reveals the physical setup of game cabinets considering
design, size, control panels, etc. This is important since, as I argue and show
in my analyses we do get a proprioception of the game environment while
playing. In part, this is due to such factors as placement of the monitor and
controls. This in turn results in kinesthesia, i.e. the subjective sensory
awareness of the position of limbs in the environment. Nowhere today, with
the exception maybe of museums such as the American Musem of theMoving Image (AMMI) in New York, some other museum or private
collectors, will one have the possibility to get such a good overview of the
range of games that once were and in some cases still are out there.2 If
interested, one may dwell deep into technical descriptions of software and
hardware, learn how to hack ROM images etc. at such internet sites.
1.1.2.1 Criteria for the use of internet sources
To use Internet sources demands sorting and filtering (as always) andcertain precautions must be made: who is the publisher? On which kind of
server does this information reside? Is it a “dot com” (.com) or “dot.gov” (.gov)
or “dot edu” (.edu)? Which kind of information might I find in a .com or .gov
and is the information “correct” and trustworthy? How shall Internet sources
be judged? Since there are numerous hoaxes, commercial interests, rumors
etc. flooding the infrastructure of the Internet what value may one assign to
information obtained through this channel? In a digital world like the
2 You can visit AMMI's Web-site to get an idea of what a 1998 exhibit incorporated.http://www.ammi.org/exhibitions/cs98 /
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Internet, everything is possible to falsify to large extents. 3 We don’t hesitate
to trust a book published by a well known publishing house as having some
academic credibility do we? An Internet source like http://www.eb.com
(Encyclopedia Britannica Online) is trustworthy to large degree. However,
all sites can be hacked and altered. Therefore, one has to be cautious and tryto cross check material obtained from the Internet if possible. The problem is
as mentioned that some material is otherwise impossible to obtain. In
addition, as I have argued, some material is part of the culture of computer
games.
1.2 Chapter overview
What follows is a chapter overview. I will provide the reader with a “map” of
my work by making an outline of the chapters for the ease of reading.
Chapter 2: Cognitive theory as a framework for the study of film is
introduced in this chapter. The work of Hugo Münsterberg is briefly
introduced and discussed, as are some important scholars that have taken
on a cognitive approach to the study of film: David Bordwell, Noël Carroll,
Joseph D. Anderson, Edward Branigan and Torben Grodal.
Chapter 3: This chapter contains an elaborate discussion on the point of view
concept as the basis for subjectivity, identity, and identification.
Chapter 4: James J. Gibson’s ecological approach to visual perception is
introduced in this chapter, as is his understanding of affordances and
constraints.
Chapter 5: The focus is put on the work of George Lakoff and Mark Johnson
and what they call experientialist cognition. This chapter is quite long due to
the importance their theory has for my suggested approach. Also, some other
ideas are presented such as cognitive and perceptual sets etc. When
discussing metaphorical structures of the human mind I try to connect themto the present work and the analyses in chapter 9.
Chapter 6: This chapter tries to show that a cognitive approach, as well as
Gibson’s ecological approach to visual perception and the environment
3 A striking example hereof is what happened to the Swedish Web-site Levande Historia (Living History)which was a state funded project that had as its goal to provide information of the holocaust. This site wascopied by antisemitic interests. Its structure, its layout, the persons interviewed etc look very similar to the
original site and were actually in some cases identical with the exceptions of a few words here and therethat severely changed the meaning of what was said on the original site. The falsified site was called SannHistoria (True History). For a more detailed discussion see Mattus 1999.
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within which we are contained are a well-suited ground for the study of
sound as such and in the combination with visuals.
Chapter 7: Interaction and interactivity are two important terms that are
thoroughly discussed and elaborated on in this chapter. Jens F. Jensen’sobjective understanding of the terms is questioned and an alternative
understanding is suggested: a subjective experiential approach to the terms
with its ground in the experientialist theory of cognition.
Chapter 8: My concept of the Game Ego is explained in this chapter. The
Game Ego is a bodily based function that we use to control a game
environment.
Chapter 9: This chapter contains a number of analyses of computer games.
The games analyzed are as follows: Zork, Tennis for Two (Higinbotham
1958), Pong (Atari 1972), Space Invaders (Taito 1979) Pac-Man, Bubble
Trouble (Metcalf, Wareing and Ambrosia Software 1995-97), Defender
(Williams 1982), NHL 2000 (EA Sports 1999), Day of the Tentacle (Lucas
Arts 1993), and Myst. The analyses in chapter 9 are in some cases referred
to in earlier chapters and in these cases I refer to those chapters in the text.
Chapter 10: This is the summary of the whole dissertation where I try to tie
everything together and put forth the benefits of the theoretical framework
suggested.
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2 Cognitive theory in the study of audiovisual media
The following chapter introduces cognitive theory and the cognitive approach
for the analysis of audiovisual media. Throughout this dissertation, I will
argue for the need of a theoretical framework incorporating cognitive theory
for such analysis. In this chapter, I will briefly present some of the theorists
that have introduced a cognitive approach to the study of film. There will be
a more elaborate discussion in chapter 5 on the experientialist cognitive
theory as presented by George Lakoff and Mark Johnson. For the purposes
of providing a broader basis for understanding their critique against
objectivist traditions of cognitive theory presented in this following chapter
and the outlines of experientialist cognition presented in chapter 5, I will say
just a few words about them. At the time of writing, Lakoff is Professor of Linguistics at the University of California at Berkeley. He is found in the
field of cognitive semantics and has been an active scholar within linguistics
since the mid-1960s. Mark Johnson is Professor of Philosophy at the
University of Oregon. He has a special interest in cognitive theory,
philosophy of language and philosophy of art. He is also interested in Kant
studies, which this chapter will show.
2.1 Defintions of cognition
First, we must notice that “cognitive theory” is a vast field of theories and
not a unified approach to a field of research. Lakoff and Johnson suggest
that cognitive science was founded as a scientific discipline in the 1970s
(Lakoff, Johnson 1999, 10). However, it has it origins further back in time
with theorists such as Jean Piaget for instance. My aim is to show how a
particular direction of cognitive theory can be applied within the study of
audiovisual computer games: the experientialist cognitive theory of George
Lakoff and Mark Johnson.
However, before taking on experientialism head on, let me first provide a
lexical definition of what cognition is considered to be. This I do in the
purpose of outlining what will be meant by cognition in the present work,
since cognition is a term that has undergone definitional changes. I will
comment upon this lexical definition provided and point to some of the
problems that it evokes for an experientialist approach to the field of
cognitive studies:
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[Cognition :] the process involved in knowing, or theact of knowing, which in its completeness includes
perception and judgment. Cognition includes everymental process that can be described as anexperience of knowing as distinguished from anexperience of feeling or of willing. It includes, inshort, all processes of consciousness by whichknowledge is built up, including perceiving,recognizing, conceiving, and reasoning. The essenceof cognition is judgment, in which a certain object isdistinguished from other objects and ischaracterized by some concept or concepts.
(” cognition” Encyclopædia Britannica Online.<http://www.eb.com:180/bol/topic?idxref=82659>2000-04-12).
Under this type of description cognition is something concerned with
knowledge and not with feelings and emotions since this lexical definition
implicitly assumes and rests upon a philosophical tradition stating that
feelings and emotions are impossible to describe precisely. However, this is
certainly not a complete understanding of the field of cognition as related to
feelings and emotions.
This lexical definition excludes any unconscious activities and/or processes of
the mind. Cognition is consciousness building knowledge. It is concerned
with perception, recognition, conception, and reason as conscious processes.
One could of course understand the above definition as presupposing an
unconscious state of mind that is at a pre-cognitive phase or level. However,
this again makes a division between what is and what is not cognition.
Maybe I am a little narrow in my inference of the definition here, stressing
this division between conscious and unconscious but I am doing so for good
reasons. Lakoff and Johnson offer a definition of what cognition is and also
provide an explanation to some of the confusion that the term cognitive has
caused because of its different meanings within cognitive science and
philosophy respectively. Cognitive science, in their understanding, is the
scientific discipline that studies conceptual systems. (Lakoff, Johnson 1999,
10). Cognitive within cognitive science denotes mental operations or
structures of any kind that can be studied in precise terms. Visual
processing as well as auditory processing is then cognitive. However, visual
and auditory processing is not conscious. We are not aware of each neuralprocess and we can not be so either.
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In addition, memory and attention is cognitive. That is to say that all
aspects of thought and language whether they are conscious or unconscious
are cognitive (as long as they can be described in precise terms). (Lakoff,
Johnson 1999, 11). Lakoff and Johnson, and not only they, but also a
majority of modern neuropsychologists note that most cognitive processing isunconscious. Not unconscious in the way of Freudian psychology though, as
repressed by consciousness, but as they put it “in a sense that it operates
beneath the level of cognitive awareness, inaccessible to consciousness and
operating too quickly to be focussed on”. (Lakoff, Johnson 1999, 10). Thus, it
is important not to confuse unconscious in the Freudian psychoanalytic
tradition with unconscious in this sense and within the context of
experientialist theory of cognition. This is noted by Torben Grodal, who
strives to merge emotions and cognition within film theory. He advocates an
ecological and evolutionary approach to film studies. The way Freud and hisfollowers in psychoanalysis is concerned with cognitive process as secondary
processes are downright converse to how an evolutionary approach treats
them, Grodal remarks. In an evolutionary approach the cognitive processes
are:
[…]the primary processes, [which Freud and otherscall ’secondary’ processes] which we share with therest of the animal kingdom because we want to
perceive and represent the world in such a way thatby actions we can implement our body-brain-preferences in an optimal way. (Grodal 1994, 7-8.Grodal’s italics).
Within certain philosophical traditions however, the term cognitive denote
only conceptual or propositional structure and the application of rule-
governed operations on such structures. Cognitive meaning within such
traditions is truth-conditional and does not admit internal meaning of the
body and mind. Meaning is instead a relation between a concept and a thing
in the external world. This is objectivism and neither Lakoff nor Johnson
adapts to this tradition. On the contrary, they have both been on a “crusade”
against objectivism and objectivist cognition in favor of a theory based in
experientialism. Let us now therefore turn our attention to their critique of
this tradition. They find that objectivist cognition is a tradition that does not
sufficiently explain some salient features of the human conceptual system.
As Johnson puts it:
[…]”Objectivism” [is the] offending cluster of
assumptions that has led to this blindness towardimagination. (Johnson 1990, ix-x).
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We must note however that Johnson does not want to give up an objective
understanding of the world but this objectiveness must take on a new
dimension: the embodied mind.
Objectivity does not require taking up God’sperspective, which is impossible; rather, it requirestaking up appropriately shared human perspectivesthat are tied to reality through our embodiedimaginative understanding. (Johnson 1990, 212).
Imagination is an important factor in how the human conceptual system
works according to Johnson. Imagination is essential for human beings.
Without imagination, nothing in the world could bemeaningful. Without imagination, we could nevermake sense of our experience. Without imagination,we could never reason toward knowledge of reality.(Johnson 1990, ix).
As we see from this quote, imagination is that what makes the world
meaningful.4 The role of imagination has been neglected by theories on
meaning and rational reasoning Johnson claims. However, to understand
this standpoint one need to get a deeper understanding of what is actually
meant with imagination within this context. Johnson remarks that many
conceive of imagination as something that has to do with artistic expression,fantasy etc. but that this is a 19th century romantic conception of what
imagination is. (Ibid. 139). Imagination in Johnson’s understanding of it is:
[…] our capacity to organize mental representations(especially percepts, images, and image schemata)into meaningful, coherent unities. (Johnson 1990,140).
Johnson builds his understanding of imagination on Kant’s use of the term
“Einbildungskraft” i.e. how knowledge involves judgments in which sense
percepts, images, or concepts are unified and ordered under representations
that are more general. Imagination is the act of making this unification.
(Ibid. 148). Imagination is non-propsitional and does consequently not fit
into an objectivist tradition where such judgments as true and false are
predominant. As we will se later during a discussion of image schemas, Kant
had an understanding of “Schemata” as non-propositional structures of
4
There is, to me, a resemblance here to the difference between the physical world and the ecologicalenvironment discussed in chapter 4. The physical world is meaningless to the animal while the ecologicalenvironment is meaningful according to James J. Gibson.
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imagination that connect concepts with percepts and as procedures for
constructing images. (Ibid. 19 and 21).
Johnson has been criticized for his inability to overcome Kant’s formalism.
“Coleridge’s account of imagination”, writes David S. Miall, “provides abetter foundation for examining the bodily basis of meaning, while
remaining compatible with Johnson’s intentions and his more valuable
insights.” Miall continues: “Unlike in the aesthetics of Kant to which
Johnson appeals, there is no dichotomy of body and mind. The body can
prompt thought, or can be its instrument.” (Miall 1997, 191-210). Miall
points out that Johnson puts Coleridge into the romantic tradition of
imagination. In doing so, Miall suggests, Johnson belittles Coleridge’s effort
and does not take into account Coleridge’s recognition of imagination as
being a force that “dissolves, diffuses, dissipates, in order to recreate”(Originally from Coleridge, 1817, chapter 13, quoted both in Miall’s paper as
well as in Johnson’s book). 5 Miall is right in saying that Johnson does not
really go deep into the imagination concept of Coleridge’s. However, Johnson
does provide a reason why:
Putting aside the interpretative difficulties of finding a coherent and intelligible theory in Biographia Literaria, we can at least say thatColeridge captured the Romantic, antireductivist view of meaning. […] What Coleridge neversupplied, however, was an account of the specificnature of this creative, unifying activity of metaphorical imagination. (Johnson 1990, 69).
Miall finds also “a neglect of other bodily influences on thought, especially
kinaesthetic and affective aspects” in Johnson’s work. (Miall 1997, 191-210).
It is true that Johnson is mainly concerned with spatial relations and the
human being moving around in the world as the bodily basis for meaningful
metaphorical concepts. When studying Johnson a little closer though, onemight find ” a path less traveled by” to paraphrase Robert Frost.6 Johnson
does suggest that manipulation of objects and perceptual interaction is part
of this meaningful structuring of concepts. (Johnson 1990, 29). So, there is
not really a neglect of other bodily influences but rather a focusing on what
Johnson finds to be salient aspects of the bodily basis of human cognition.
5
Miall however does not list this book in his references.6 "I took the one less traveled by, And that has made all the difference" is the last phrase of Robert Frost'spoem The road not taken (Frost 1920).
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There have also been other critical voices raised against Johnson’s approach
and what has been found as a vagueness and ambiguity in his thesis. One
reviewer of The Body in the Mind, R J. Wallace, found that it is unclear
whether Johnson wishes to claim that all meaning remains within the
context of bodily experience, or whether meaning emerges from bodilyexperience by projection and transformation. (Wallace 1988, 225-227).
Let us now turn our attention to Lakoff’s critique of the obejctivist tradition
within cognitive theory. Lakoff notes that there are two aspects of the
tradition of objectivist cognition:
1) The algorithmic theory of mental processes: allmental processes are algorithmic in themathematical sense, that is, they are formal
manipulations of arbitrary symbols without regardto the internal structure of the symbols or to theirmeaning.
2) The symbolic theory of meaning: arbitrarysymbols can be made meaningful in one and onlyone way: by being associated with things in theworld (where ”the world” is taken to as having astructure independent of the mental processes of any beings). (Lakoff 1987b, 119).
Objectivist cognition separates the symbols from their meaning. The symbols
function as internal representations of external reality. Lakoff points out the
problem of such a view when asking how the symbols used in human
thought are made meaningful? (Lakoff 1987b, 119f). The objectivist theory
claims that the meaning of symbols is made through the algorithmic
manipulation of arbitrary abstract symbols that are meaningless in
themselves, but get their meaning by being associated with things in the
external world. The external world has its own structure independent of
mental processes of any being. However, this in turn would mean that:
1) Meaning is based on reference and truth.
2) Truth consists of the correspondence between symbols and states of affairs
in the world.
3) There is an objectively correct way to associate symbols with things in the
world.
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Two important things are left out of the objectivist theory of cognition:
1) The role of the body in characterizing meaningful concepts, and
2) The human imaginative capacity for creating concepts and modes of
irrationality that goes well beyond any mind-free external reality.
To clarify the consequences of this let us study the following example that
Lakoff provide:
What is the meaning of ”Tuesday”? If, as objectivistcognition suggests, symbols get their meaning onlyby being associated with things in the world, thenweeks must be things in the world. But weeks do notexist in nature. Different cultures have differentlengths of weeks. In Bali, there are many kinds of weeks of various lengths, all of which existsimultaneously. Weeks are an imaginative creationof the human mind. In order to know what”Tuesday” means, we need to know what weeks areand how they are structured.
The kind of imaginative structures required for thedefinition of concepts such as ”Tuesday” have beencalled ”frames” or ”schemas”. The central claim forcontemporary cognitive anthropology is that most of our cultural reality resides not in the artifacts of society, but in the culture specific schemas imposedby human beings […] ”Tuesday” is meaningful onlyrelative to a weeks-schema. […] Culturally definedschemas are a product of human imaginativecapacities and, as such do not have a place withinobjectivist cognition. (Lakoff 1987b, 135-136).
Culture does play a great role in shaping our concepts as the result of social
experience as do our bodies play a central role in shaping the conceptual
system. Concepts are neural structures writes Lakoff and Johnson (Lakoff,
Johnson 1999, 20). Moreover, neural structures are bodily structures.
[…] the structure inherent in our experience makesconceptual understanding possible andconstrains–tightly in many cases–the range of possible conceptual and rational structures. (Lakoff 1987b, 120).
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Having now provided an initial definition of cognition and pointed to some
problems with this field of research let us turn our attention to the study of
film in the following paragraph. We will get back to an elaborate discussion
on Lakoff’s and Johnson’s approach to cognition in chapter 5.
2.2 In the beginning was Hugo Münsterberg
Film theory has undergone quite some changes during its relatively short
life span. Philosopher and psychologist Hugo Münsterberg’s two premier
works on film, Why We Go to the Movies, an article published in
Cosmopolitan December 15, 1915 and his later book The Photoplay: A
Psychological Study, from 1916 are considered to introduce the earliest
theory of film and being the first studies of film with a scientific approach.
They also constitute the body of the most direct theory of film. As J. Dudley Andrew points out Münsterberg had no foregoers and he had not been
interested in going to the movies prior to his study. (See Andrew 1976,
chapter 1). In fact, he had only been taking part in movies for about ten
months while preparing his study. While doing so, he approached them not
as crude and silly things but with the intention to make a scientific and
philosophical study of how film works.7 Münsterberg had a good knowledge
about the empirical studies carried out in psychology when he set out to
write his book on film.8 On the invitation of the psychologist William James,
Münsterberg became a visiting professor at Harvard University between1892-95. In 1897 he returned to Harvard to be the director of the
psychological laboratory. His work there is often considered to be the
foundation to what has become applied psychology. His 1914 publication
Psychology: General and Applied of course hints at this direction of his
studies. Münsterberg’s theory on film was never elaborated by himself in
more works. He died 1916, the same year it was published. (” Münsterberg,
Hugo” Encyclopædia Britannica Online.
<http://www.eb.com:180/bol/topic?eu=55666&sctn=1> [2001-01-10]).
7 Cf. J. Dudley Andrew's The Major Film Theories in which the first chapter is an elaborate exploration of Hugo Münsterberg's work. Other that has acknowledged Münsterberg's work are Joseph D. Anderson.(The Reality of Illusion), John Alexander, (ScreenPlay), Torben Grodal ( Moving Pictures), and David
Bordwell ( Narration in the Fiction Film), to mention just a few.8 Furthermore, Münsterberg had also a background in philosophy. For a period he was even chair of thephilosophy department of Harvard.
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Münsterberg’s primary interest in film lies more in the audience and the
way we take part in film than in how filmmakers actually produce film. That
is to say, ” the spectator” side of film was of greater interest to him than the
production side. What goes on in the human mind while taking part in a
photoplay (as he called the narrative film) is what he is concerned with. Thematerial of movies is the human mind and its narrative capabilities.
Münsterberg divided the development of cinema into three stages: playing
with visual gadgetry, being a tool for information and education and finally
being, by virtue of its possibility to be narrative, a thing of the human mind.
As Joseph D. Anderson notes, Münsterberg recognized that ” the motion
picture is structured in a way that is analogous to the human mind” .
(Anderson 1996, 4). To Münsterberg, the human mind’s narrative
capabilities played a great role. The human mind in his understanding has
several levels of organization where the higher ones depend on the lower
ones. Film has its basis not in technology but in the human mind. (Cf.
Andrew 1976, 18-20).
Andrew notes that Münsterberg, like the Gestalt Psychologists, which he
preceded, held the opinion that all experiences are PART–WHOLE
structures and that attention is a factor in organizing the perceptual field.
Münsterberg used, what is now ” classical examples” of figure and ground
reversal to show how we willingly can shift our attention towards a stimulus
and make the figure become the ground. Movement of an object, a cloud in
front of the moon, can be reversed to become movement of the moon behind
the clouds, for instance. (Andrew 1976, 16-17). As chapter 5 will show,
Lakoff’s and Johnson’s experientialist approach to cognition acknowledge
that:
Rational thought is the application of very generalcognitive processes - focusing, scanning, superimpo-sitioning, figure-ground reversal, schema etc. [to
certain well structured aspects of bodily andinteractional experience to abstract conceptualstructures]. (Lakoff 1987, 121).
This goes to show that Münsterberg’s work does connect to the
experientialist theory of cognition in that it makes clear that such primary
levels of the human mind incorporate very important functions.
Münsterberg’s description of the Phi-phenomenon as something that works
and organizes our minds at a very basic level shows this, for instance. The
Phi-phenomenon is an active organizing function of the mind for him. We donot need to decide whether the description of the Phi-phenomenon is actually
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a correct description of how the visual sense works. Gibson would not adhere
to it for instance. It is enough, in this case anyway, to recognize that the Phi-
phenomenon is something that works at a basic level of the human mind.
Also the fact that both Münsterberg and Mark Johnson are influenced by thework of Immanuel Kant (Münsterberg’s work does in its second part use
Neo-Kantian ideas in describing the aesthetics of movies) indicates a
relation between Münsterberg and Lakoff/Johnson.
To summarize, Münsterberg’s study brought film into science and science
into film so to speak. His serious treatment of what was largely considered a
vehicle of simple entertainment, in time has given film a higher status as
both a tool for psychological study and a field worth research in its own
right. He also brought to film an aesthetic approach from a morephilosophical point of departure, the Neo-Kantian school. Psychology made it
into the analysis of movies as did philosophy.
2.3 Post psychoanalysis: The cognitive approach in short
Psychology and psychoanalysis have always been important for the field of
film theory as the previous paragraph shows.9 Psychology was, as we have
found out in the previous paragraph, at the basis for the first theory of film:
the theory put forth by Hugo Münsterberg. Freudian, Lacanian, and Jungian
psychology later found its way into and periodically later dominated the
study of film. These theoretical frameworks were also accompanied by
Sausurrian semiology, Peirceian semiotics, Marxist theories, feminist
theories, narrative and structuralist theories, general post modern theories,
social-psychological theories etc. This list can be made even longer. As we
can conclude from this, there are many ways to approach film or other
audiovisual media. It is not the case that such methods as those mentioned
do not make possible a deeper understanding of film. In fact, one might
wonder if there really is a need for yet another attempt to re-frame film andaudiovisual media theoretically. However, the theories and frameworks
mentioned do not cover everything of course. Nor do they always provide the
best tools for specific rather basic questions about the human being and the
conceptual system of human beings. I am not suggesting that cognitive
theory would be some kind of super theory or grand theory that explains
everything we will ever want to know about audio-visual media and the
human being. Since cognitive theory is not even a coherent scientific field of
9
I would say that the influence of psychoanalysis really is for good and for bad. This is however not theplace for an elaborate discussion about pros and cons with a psychoanalytical approach to film studies. Wewill come to such a discussion in chapter three to some extent though.
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research, we can not expect it to be this super theory. Nevertheless, if one is
interested in alternative answers to questions of identification with
characters, the me-and-other-relation, the foundation for human concepts,
how computer games work and why they are engaging one would maybe be
wise to explore this field of research. There have been some important effortswithin film theory to bring to it theories on cognition.10 These efforts have
stirred things up and brought attention to problems in analyzing movies in
the tradition of psychoanalysts like Freud, Lacan and Jung and the tradition
of semiotics and semiology.
2.3.1 Bordwell
The impact and importance of David Bordwell’s work on film theory can not
easily be disregarded. In numerous works, he has put forth substantialanalyses of the film medium and also of the theories concerned with film. He
provoked theorists and scholars rooted within such theories by naming them
” SLAB Theory” where ” SLAB” of course stands for Saussure, Lacan,
Althusser, Barthes). In Making Meaning (1991) he puts forth an elaborate
critique on how film studies has been carried out especially pointing to the
problem of the dominant traditions of psychoanalysis and semiotics. For the
present work however, some other works by Bordwell are maybe even more
important than Making Meaning. The next chapter for instance will include
a close study of how Bordwell uses the term point of view in his Narration inthe Fiction Film. Bordwell has also written Film Art: An Introduction (1993)
together with Kristin Thompson. I have used part of their ideas on sound
presented in that book in the present work. I will therefore not go into a
detailed discussion on Bordwell in this paragraph since it is incorporated in
other parts of the dissertation.
2.3.2 Carroll
Noël Carroll’s Mystifying Movies (1988) is another attack on psychoanalysisas a framework for filmstudies. As the title of Carroll’s work suggests, he
finds that psychoanalysis can be a way of mystifying movies rather than
explaining them by locking movies into psychological systems of explanation.
To Carroll, castration anxiety, Oedipus complex etc. serves not to explain
10 The maybe most well known scholars within film theory that have explored and applied cognitivetheories in their work are Noël Carroll (Theorizing the Moving Image, Mystifying Movies), DavidBordwell (Making Meaning and Post-Theory co-written with Carroll), Edward Branigan (Point of View in
the Cinema, Narrative Comprehension and Film), Joseph D. Anderson (The Reality of Illusion: An
Ecological Approach to Cognitive Film Theory), Torben Grodal ( Moving Pictures: A New Theory of Film
Genres, Feelings, and Cognition) Carl Plantinga (Passionate Views: Thinking about Film and Emotion co-written with Greg M. Smith), and Ed Tan ( Emotions and the Structure of Narrative Film: Film as An
Emotion Machine).
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film but to mystify what really goes on in the human mind while taking part
in them. I will however not go into detail on Carroll in this present work.
2.3.3 Anderson
Joseph D. Anderson’s The Reality of Illusion: An Ecological Approach to
Cognitive Film Theory, is an attempt to merge an ecological approach to
visual perception, i.e. the theory of J.J. Gibson with cognitive theory. In that
intention his work is close to what I am intending here. Anderson takes
another path though in that he does not as I do explore the experientialist
cognitive theory of Lakoff and Johnson. However, he does make some
remarks that we will have reason to study further since he (for instance)
points out some common factors to the two approaches concerning
categorization. Categorization is at the very core of Lakoff and Johnson’stheory. Unfortunately, Anderson does not explicitly make the connection
between Lakoff/Johnson and Gibson but to Eleanor Rosch and Ulric Nessier.
There are in fact good reasons for exploring Lakoff’s work on categorization
which chapters to follow reveals.
2.3.4 Branigan
Edward Branigan is yet another scholar that has taken a cognitive approach
to the study of film. His possibly best-known work is Narrative
Comprehension and Film. Since his work (in some respects) is important for
my dissertation and my general approach to the study of film and other
audiovisual media, I will go into some detail on his theory. To simplify,
schema theory and narrative structure are the topics for Branigan’s study:
Narrative is a perceptual activity that organizesdata into a special pattern which represents andexplains experience. More specifically, narrative is away of organizing spatial and temporal data into a
cause-effect chain of events with a beginning, middleand end that embodies a judgement about thenature of the events as well as demonstrates how itis possible to know, and hence to narrate, theevents. (Branigan 1992, 3).
” Narrative” may refer either to the product of storytelling or to the process of
storytelling as such. Branigan uses the word ” perception” in the meaning of:
a ” percept” derived from reality
preconscious assumptions about reality
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an intuition (color seems to be intrinsic and permanent to an object, to be
created and contingent)
propositional conclusion about sensory perception from reasoning
an attitude we adopt when confronted by something that is a representation
of something else.
This is the context for understanding the use of ” perception” in the following
quote:
[…]narrative can be seen as an organization of experience which draws together many aspects of our spatial, temporal and casual perception.
(Branigan 1992, 4).In a narrative, there is something and there is something going on. That is,
there are objects (existents, or even better: beings) and processes within a
narrative. There is also a pattern that gives structure to the processes and
the existents. Within a computer game, the structure may be based on
participation based on interactivity of some kind. As will be discussed in
chapter 7 of the present work, Danish media scholar Jens F Jensen defines
interaction as a continuum. (Jensen 1998). However, for reasons explained
in chapter 7, this definition of interactivity is perhaps not an altogether
fruitful approach.
Branigan notes that theories about narrative based on the linguistics of
Ferdinand de Saussure and Noam Chomsky is now more and more modified
and superseded by other theories for example the use of ” fuzzy” concepts and
” fuzzy sets” , metaphor and frame arrays etc. has been introduced as
theoretical frameworks for the study of film.
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Identifying an event as a ” story event” is a matter of deciding where actions begin, how they break off,and which actions belong together. We must judgenot only the temporal status of special cross-cut
actions but the time implied by the juxtaposition of any two shots including ensuring that time has notstopped or otherwise shifted within a shot. (Note,again, that the physical material of film – such asthe break between two shots – does not guarantee a priori a specific temporal relation nor guarantee achange in temporal relations.) We use hypothesesabout time to search for causation and, reciprocally,we use hypotheses about causality to establishtemporal order. Identifying what counts as an event
involves searching for an ” equilibrium” amongpossible ” values” for space, time and causation.(Branigan 1992, 48).
Here we find some differences between film and computer games. The action
in computer games is sometimes continuos and there might be fewer shifts of
location and so on. Day of the Tentacle is one source for such an analysis
because of its resemblance to film. There are narrative parts of the game
that lie beyond the game player’s control – i.e. the game player can not
control the movement of the characters, their utterances or the evolvement
of the story. Narratives are not necessarily something that has to do with
language as verbal activity even if they may be represented as and through
such activity. Narratives are representations of audio-visuo-emotional-
cognitive-motor schemata, whose central form is the experiential action
sequence.
2.3.5 Grodal
Let us now get back to the lexical definition that introduced this chapter. In
that definition, we had a dichotomy between cognition and emotions. TorbenGrodal offers a different understanding of this dichotomy of knowledge, i.e.
cognition, versus emotions and feelings, bringing together emotions and
cognitive processes instead of separating them. Grodal remarks that there is
really no reason to believe that it should be easier to predict a cognitive
reaction in a film viewer than an emotional one. They are both in the
body/mind system interior of the viewer. (Grodal 1994, 7). In addition,
Grodal provides an overview of two main trends within emotion research.
One school states, following the work of James and Lange, that emotions are
identical with the bodily reactions in a given situation.
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Another school follows Cannon’s work and his claim that emotions rely on
subcortical structures. Grodal’s position is a middle course. “[…] the
emotions cued by visual fictions rely heavily on cognitive evaluations but the
strength of the experience also relies on the bodily activation.” (Ibid. 16).
Commenting the work of Orthony, Clore and Collins, Grodal notes that theirunderstanding of emotions is a purely cognitive one defining emotions in
cognitive terms as “valenced reactions to events, agents, or objects, with
their particular nature being determined by the way in which the eliciting
situation is constructed.” (The quote is originally from Orthony, Glore, and
Collins 1988, 13. Here quoted from Grodal1994, 16). In making this remark,
Grodal also points out the problem inherent in giving a definition that
separates emotions from feelings. Feelings and emotions may be discerned
by their intensity with emotions being the stronger of the two. In addition,
feelings are often non-object directed whereas emotions are object directed.(Grodal 1994, 16-17).
2.3.6 My position
My position is close to Grodal’s. As we will find later in this chapter, I
emphasize, in accordance with Lakoff and Johnson, that our human bodies
play a quintessential role in shaping our conceptual system. I do hold the
position that the human mind is embodied. Feelings and emotions are states
of the human body/mind system. This is not contrary to Grodal’sunderstanding rather an emphasis on the bodily basis of cognition, the
conceptual system, feelings and emotions and the role bodily activation have
when taking part in audiovisual media. Cognition and bodily activation are
looped in my understanding of the body/mind system. Grodal’s simulation
theory aims in the same direction. The bodily activation stemming from a
film experience may create simulations of real events in the mind of the
perceiver. Computer games on the other hand afford the game player to act
the events out and to be a part of an interactive system.
The title of this dissertation, Enacting the Point of Being: Computer games,
Interaction and Film Theory, indicates that it will include film theory. Film
theory is a vast field of research incorporating many different approaches to
the medium of film. Point of view and the questions of identity and
identification with diegetic characters are two main topics within film theory
that will be addressed and discussed within the present work. Subjectivity,
identity and identification are not clear-cut or coherent terms as they are
used in film theory, why there is a need to discern how I will use these terms
and how they are used by others.
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Point of view is another very troublesome term. It is a loosely defined term
within film theory (and theories on media at large) and has many
interpretations associated with it. The next chapter will discuss the point of
view as an important concept within film theory and hopefully bring the
attention to some of the problems I recognize with this concept and someways to resolve these problems.
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3 Point of view and subjectivity
The following chapter sets out to explore what I think of as a specific
problem of today’s film theory tradition: the term point of view. At the core of
my discussion in this paragraph is a question on subjectivity, identity and
identification and how these relates to the point of view concept. To
reformulate and reframe: what constitutes subjectivity, identity, and
identification within audiovisual media? In addition, to take the discussions
even a little further: what constitutes being within audiovisual media? I will
begin the discussion recognizing the problems of mixing different definitions
of point of view, which is a very common thing to do. I will then go on to
explore in more detail two different understandings of the concept: a literal
and a metaphorical. Doing so I will discuss how David Bordwell and EdwardBranigan respectively use point of view. In addition, James Gibson’s
ecological approach to visual perception will be discussed since it opens for
an alternative way of understanding the experience of subjectivity, identity,
and identification.
3.1 Which point of view?
What is really a point of view in a film? Is it the ideas put forth by the
filmmaker(s)? Alternatively, is it maybe the use of camera angle to suggest a
character’s gaze, a character’s viewpoint in film? To some film scholars it
may be an idea, an opinion, put forth in a movie. To some, it might be the
way a ” viewer” makes sense out of the narrative. Point of view is a widely
used term that designates all of these.
To clarify my claim that there are many uses of point of view I will now go
into a short discussion on feminist film theory, which I consider a good
example of this. I do not doubt that the feminist cluster of film theories, and
feminist theory at large, have come to some valuable and interesting results
concerning the roles of men and women in movies and in society. Without
feminist theory and feminist critique, I do not believe we would have had
progress in the number of women directors, for instance. Laura Mulvey’s
article Visual Pleasure and Narrative Cinema stirred things up and blew life
into the film theory discussion of the 1970’s (in Screen 1975 and in Mulvey
1989). This article has been frequently used in many contexts and is to be
considered a landmark within feminist film theories.11 As a theoretical
11
See for instance Astrid Söderbergh Widdings article Kvinnoroll och åskådar perspektiv (The role of women and audience perspective my translation of the title) in Häften för Kritiska Studeier 3-4 pp. 9-19.(Stockholm 1994).
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approach feminist film theory roots within the psychoanalysis of Sigmund
Freud. Freud’s theory on scopophilia has been and still is a very important
influence for feminist film studies.12 However I feel this tradition, among
others, does create some problems when it comes to the questions of point of
view, subjectivity, identity, and identification. I will now make a short, verygeneral description of what feminist film theory is all about and then briefly
go into how point of view is used within this tradition.
Feminist film theory, or rather feminist theory at large, is concerned with
gender issues. Questions on how gender restrict a character’s possibility to
act and behave within a narrative structure are discussed in this tradition,
this cluster of theories that is commonly lumped together and called feminist
film theory. For instance: what do we as parts of an audience assume about
women in particular genres like the femme fatale in film noir? Also on theagenda is the question on how film expresses what is prototypically male
and prototypically female. There are feminist theories on how “the male
gaze” establishes the visual space in film and these connects to questions of
gender identity.13 In feminist theory the gaze is gender-bound and
ideological. To make a very general description the camera is typically
considered to be representing a white heterosexual man’s gaze. This man is
an ideological observer of the events and the characters within the movie.
The male gaze is in these contexts said to be normative of, or even
determining, to use Laura Mulvey’s words, how the film will be visuallypresented. (Mulvey 1989, 19). Women are construed as being objects for this
male gaze and often they are also considered to be willing to be such objects.
Mulvey claims that women in film connote a ” to-be-looked-at-ness” in that
they are displayed within a traditional role of exhibitionism. Although she is
not making a direct reference, ” to-be-looked-at-ness” echoes the affordance
concept of J.J. Gibson, which the next chapter will elaborate on. Women in
film contain the affordance of being looked at. It is the primary reason for
their being within the movie.
12 Freud introduced his ideas on scopophilia in Three Essays on Sexuality (1905). Standard Edition, 7,136-243. Freud claims that, scopophilia turns into a perversion under the following conditions: 1) it isrestricted exclusively to the genitals; 2) it is connected to an overriding disgust; or, 3) it supplants thenormal sexual aim. (p. 157). By perversion Freud means any diversion from a standard mature
heterosexuality.
13 See Kaplan 1983 and Mulvey 1989.
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Mulvey exemplifies this with voyeurism and the controlling Peeping Toms
” whose only sexual satisfaction can come from watching, in an active
controlling sense, an objectified other” . (Mulvey 1989, 17). 14
To summarize what I recognize as a problem with feminist film theory: Thegaze is established with camera positioning and editing. The gaze is also
established through a long tradition of viewing15. What we have here is in
other words a fusion of two ways of using the concept of point of view.
Point of view is understood as a pro-filmic camera used to record a specific
visual event. The camera represents a point in the diegetic world from which
someone sees. This is a literal understanding of the concept.
Point of view is also understood as a way of interpreting this recorded event
in a narrative. This is a metaphorical way of understanding the concept. The
point of view is not the point of view of any character but is mainly the gaze
of a white heterosexual man.
The optical point of view of the camera is combined/mixed with a subjective
point of view of a diegetic character or of a male invisible observer through
which the visuals are intended to be understood and made meaningful.
Mulvey exemplifies this fusion by referring to the opening sequences of ONLY
A NGELS H AVE WINGS (Hawks 1939) and TO H AVE AND H AVE NOT (Hawks
1944). These movies use a combination of the male gaze of the spectator andall the male protagonists in the film.
Mulvey divides the male gaze into three instances:
the camera (most commonly operated by a man)
the male characters
the audience
14 This also is something that somewhat connects to Gibson. Visually controlled locomotion is a centralissue in his ecological approach to visual perception.
15 This is also something that is noted by David Bordwell in his Narration in
the Fiction Film, 34. I.e. that we can be more or less tuned to perceive
something in a specific way. This in turn goes well along with the idea of
perceptual and cognitive sets as explained by Bugelski and Alampay
disucussed in chapter 2 of the present work. For a detailed discussion on this
see Bugelski, Alampay 1961, 201-11.
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Using point of view as a quality of the camera is animating the camera,
giving it life like qualities, already from the event of recording. However,
this makes in part sense in this context. The camera is often confused with
the photographer and his or her position in the room to be recorded i.e. there
is presence of a living intelligent agent that is the origin of the imagesdisplayed. Consequently, what we end up with, in Mulvey’s theory, is a
collapsed concept of point of view. The point of view establishes and
expresses not only a sort of being within the diegetic world and puts it under
an ideological designation but it also genderizes it. It is always a man that
the visual originates from. The visual is what a man sees. Not so only in
movies but also in society.
The above discussion is of course a generalization of the cluster of feminist
film theory. However, I do believe this generalization contains some salientfeatures of this cluster and that it illustrates the problem of point of view,
subjectivity, identity and identification somewhat and hence it serves its
purpose. I will use the terms subjectivity, identity, and identification
somewhat differently why we leave this discussion on feminist film theory
now.
In the following, I will be especially concerned with two well-known film
scholars: David Bordwell and Edward Branigan. They have both greatly
contributed to the field of film theory through their work. Bordwell’s Narration in the Fiction Film and Making Meaning and Branigan’s
Narrative Comprehension and Film are, as mentioned in chapter 2 of the
present work, books that have had quite an impact in introducing cognitive
theory to film studies.
I will now explore their studies of point of view. Bordwell and Branigan
stand, to a large extent, for two different traditions or traits within film
theory. Branigan uses a metaphorical interpretation based on the logical
reading of a text. Bordwell opposes this and favors what he calls an ” opticalpoint of view” . That is, Bordwell has a more literal understanding of the
concept.16 I will also continue to make connections to Gibson and the
ecological approach to visual perception since I find that this is a possible
solution to some of the problems that arises. At least, the ecological approach
could be used as the beginning to an alternative model of subjectivity,
identity, and identification. In addition, Gibson’s theory is in part one of the
building blocks that Lakoff and Johnson use in experientialist cognition.
16
I am a bit ambivalent about using the terms metaphorical and literal here. I am so since George Lakoff and Mark Johnson use the term metaphor in a different way and I will use this term in their conception of it in the present work.
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Gibson stresses the constant interaction animals have with their
environment and the interdependency of the animal and the environment. In
fact, Gibson claims that environment and animal presuppose one another. In
order for there to be an environment there has to be an animal. If not, there
might be a world but not an environment. (Cf. Gibson 1986, 8 and 33).George Lakoff acknowledges this part of Gibson’s theory –interaction with
the environment– to be essential for experientialist cognition. (Lakoff 1987a,
216).
3.2 The optical point of view
Let us now turn our attention to the work of David Bordwell. In Narration in
the Fiction Film, Bordwell makes a good attempt to diversify what he calls
the optical point of view of a character, from the point of view concept of literature and the mimetic tradition within film theory. That is, Bordwell
wants to diversify a literal conception of the term from a metaphorical one.
In cinema, the concept of “Point of View” has usuallybeen loosely employed, especially within the mimetictradition. When critics speak of a character’s Pointof View, they are usually referring to the rangeand/or depth of knowledge, which the narrationsupplies. (Bordwell 1985, 60).
Bordwell is right about the difficulties that arise because of the confusion of
different loosely held definitions. Using point of view in the way he describes
in the above quote makes it a broad concept used to explain what is
knowledgeable for whom at a certain point in a narrative. If a story is told,
narrated, from a certain point of view and point of view is understood to be
the basis for who might know what at a certain time in a story it could make
sense. It is useful and explanatory and really sorts things out. However, it
also implicitly stresses that seeing is knowing by using a visual designation
of knowledge. Bordwell tries to avoid the use of point of view in thismetaphorical way in favor of a literal one based in the fact that something is
seen from a character’s ” optical point of view” :
To avoid blurring these distinctions, I will use theterm “Point of View”, only to refer to the optical orauditory vantage point of a character; thus “Point of View shot” is synonymous with “optically subjectiveshot” (Ibid. 60).
Let us study what is actually the content of what he writes and what theconsequences would be if one employed Bordwell’s concept of Point of View
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fully to a movie. Unfortunately, this passage of Bordwell’s text provides us
with yet more problems. Point of View according to Bordwell is equal to the
optical or auditory vantage point of a character (Bordwell writes, “only refer
to” which I understand as “equal to”. Being equal to is not the same as
actually being the other but just means that they have a common value).Bordwell’s intention is, I guess, to make a clarifying explanation of how he
prefers to use the concept of point of view but the explanation he provides
complicate things even more. It does so because in an average movie very
few shots are to be taken literally as a character’s point of view (i.e. what
Bordwell calls optical point of view). Very few shots in an average movie are
photographed from the exact point in space from which a character might
see something.
I do understand Bordwell’s positioning against the invisible observer to someextent. “In sum, the invisible observer-model lacks coherence, breadth, and
discrimination” Bordwell writes. (Ibid. 12). Well, maybe. But how shall one
think about all shots in a movie that are not a character’s point of view?
Actually, most shots in movie are not a character’s point of view. This is used
for the more part of a film only in rare cases. I would guess the most well
known attempt is L ADY IN THE L AKE (Montgomery 1947). It was not
especially successful.
Point of view in a movie is a character’s point of view, according to Bordwell.The human being experiencing a movie as an audience, as a spectator etc.
(none of these terms is especially good since they are sense focused) has no
first hand representation in the movie when it comes to Point of View. The
experiencer has not anyone representing only him or her within the movie.
Point of View in Bordwell’s conception, is always a specific character’s optical
Point of View. This is only true if the human being taking part in the movie
is considered as being outside the movie as an external percipient of
something as through a window. On the other hand, if the movie is
considered to be an internal process of the experiencer (commonly called a viewer) and the experiencer has an agent in the movie actively taking part in
the construction of the movie and all non-character shots are thought of as
being the experiencer’s point of view it is not true. In order to solve this one
can instead of point of view use J.J. Gibson’s term point of observation.
Gibson does not limit observation to only designate vision. Hearing and
smell are also important to Gibson since this is what the medium of air
affords humans. To have in his own words:
Any point in the medium is a possible point of observation for any observer who can look, listen or
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sniff. And these points of observation arecontinuously connected to one another by paths of possible locomotion. Instead of geometrical pointsand lines, then, we have points of observation andlines of locomotion. As the observer moves frompoint to point, the optical information, the acousticinformation, and the chemical information changeaccordingly. Each potential point of observation inthe medium is unique in this respect. The notion of amedium, therefore, is not the same as the concept of space inasmuch as the points in space are notunique but equivalent to one another. (Gibson. 1986,17).
A point of observation is a possibility rather than a factual singular point.
Gibson explicitly defines a point as a position in ecological space and not as
an abstract point in a geometrical space. A point is a place or location where
someone might be and from which an observation could be made. The
ecological space consists of places, locations or positions. (Gibson 1986, 66).17
There is an obvious link in this to the experientialist theory of cognition. As
will be shown in chapter 5 of the present work, much of our daily concepts
are based on spatial relations, on paths, points of departure, destinations
etc. That is to say: daily bodily activity of moving about in the environment
has a lot to do with our conceptual system.
Furthermore:
[…] a point of observation is never stationary, exceptas a limiting case. Observers move about in theenvironment, and observation is typically made froma moving position. (Gibson 1986, 66).
According to Bordwell, point of view can not consist of both sound and image
that are subjective. Bordwell writes: “I will use the term ’Point of View’, only
to refer to the optical or auditory vantage point of a character; thus ’Point of
View shot’ is synonymous with ’optically subjective shot’.” (Bordwell 1985,
60). This would mean, if taken literally, that it is either the optical OR the
auditory vantage point that makes the shot a Point of View shot. Not both at
the same time. In other similar contexts he do write and/or as in the
previous quote: “When critics speak of a characters Point of View, they are
usually referring to the range and/or depth of knowledge, which the
narration supplies.” (Ibid. 60). Is there something at all that can be thought
17 This is contrary to what a point means in Euclidean geometry where a point is that which has no part.
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of as an auditory vantage point? The vantage point is that point in space
from which something is supremely perceived. It is a subjective spatial
position with a value attached to it by subjective judgement. The concept of
vantage point has been debated and defined over and over during the
centuries, as Bordwell notes making a lengthy and elaborate study of this inhis first chapter on the mimetic theories of narration.
Perspective, in its various guises, is the central andmost fully elaborated concept within the mimetictradition of narration. (Ibid. 7).
To make a brief comment on what Bordwell calls the auditory vantage point:
Film has often been accompanied by sound in one way or an other since its
very beginning. Live music, narrators and sound effects were common in the
early days of film. Hence, sound has been considered as externally added tothe film and not directly generated by the film itself. There have been both
conceptual and physical divisions between the origin of the sound and the
origin of the visual. E.g. the orchestra had its place in the pit, which led to
the placement of loudspeakers to be also in the pit when cinemas were wired
for sound. This is a physical division within the room containing the
cinematic experience. The sound source (the orchestra in the pit) is not in
the same part of the room as the perceived source of the image (the screen).
The physical division turned into a conceptual division in that the engineers
(and the patrons of the cinema) mapped the experience of hearing the
orchestra sound to be valid also for a loud speaker installment. Sound should
conceptually have a place in the room and this place was the orchestra pit.
Rick Altman’s study of sound in the silent era ”The Silence of the silence”
(Altman 1997, 648-718) shows that movies actually were shown without any
sound in the early days of the 20th century. This is contrary to the usual
belief that movies and sound goes together way back to the vaudeville
tradition.
Cinema is of course a kind of visual system. A movie without sound is still
considered to be a movie but a sequence of sound without moving images is
not so as Michel Chion notes. (Chion 1994, 143).18
18 However, Chion mentions one possible exception: Walter Ruttmann's Weekend (1930) which istechnically a film since this sound piece is stored on an optical track and hence must be played through aprojector. (Chion 1992, 143). This is a technical definition of what film is. It is not the experience of it.
Lately, since the mid 1990's we do have a new technical definition of what a film is with the coming of Apple Computers QuickTime technology. In this technology, sound without images as well as imageswith or without sound or even still images can be called a film.
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Chion also states that the image in itself can not provide all the information
that will provide material for meaning in a sound film. Sound can expand
the meaning of the visual sequences through what he calls ” added value” :
By added value I mean the expressive andinformative value with which a sound enriches agiven image so as to create the definite impression,in the immediate or remembered experience one hasof it, that this, information or expression ”naturally”comes from what is seen, and is already contained inthe image itself. Added value is what gives the(eminently incorrect) impression that sound isunnecessary, that sound merely duplicates ameaning which in reality it brings about, either on
its own or by discrepancies between it and theimage. (Ibid. 5).
Added value is a useful idea but it generates the same problem as most other
concepts of meaning used in cinema studies: it takes the visual as the
standard and primary being. It is based on an assumption that the point of
view and the positioning of a pro-filmic camera is the predominant idea of
the cinema and the other senses being not of the same importance. One may
apply Gibson’s terms of affordances and constraints on the added value
thinking. In Gibson’s ecological approach to the visual perception,
affordances and constraints are thought of as being inherited within objects
and materials.
However: why use a visual terminology to designate auditory phenomena?
Why use point of view, which is a term, referring to the visual system when
dealing with subjective auditory perception? It makes little sense if we are
not to understand point of view in a metaphorical sense, and that is exactly
what Bordwell opposes, as I understand his argument. He is locked inside a
language from which he can not escape.19 Even more questionable is the
construction ” optically subjective” in the former quote. This construction
blurs two very different domain of scientific studies namely those of what is
objective (in this case optics) and what is subjective (in this case vision).
Optics is the objective study of light and has really nothing to do with the
subjective experience of vision. If ” optically” refers to the camera we are
defining the view through the camera which presupposes that someone sees
19 I am aware of the difficulty of escaping from visual metaphor. A large part of the human brain is linkedto the processing of visual information and the rest of the modalities are often represented via visual
metaphors. The roots of a percept need not be visual although it is visually represented. Indeed, visualmetaphors are studied within the experientilalist theory of cognition. (C.f. Lakoff, Johnson 1980, chapter6).
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something. I.e. it presupposes a subjective experience. Ocular point of view
would maybe be a more accurate term to use if one wants to stick with a
definition that has its reference in the human eye. However, as Gibson
points out, we do not see with our eyes:
The eye is considered to be an instrument of themind, or an organ of the brain. But the truth is thateach eye is positioned in a head that is in turnpositioned on a trunk that is positioned on legs thatmaintain the posture of the trunk, head and eyesrelative to the surface support. Vision is a wholeperceptual system, not a channel of sense. One seesthe environment not with the eyes but with theeyes-in-the-head-on-the-body-resting-on-the-ground.
Vision does not have a seat in the body in the waythat the mind has been thought to be seated in thebrain. The perceptual capacities of the organism donot lie in discrete anatomical parts of the body butlie in systems with nested functions. (Gibson 1986,205. Gibson’s italics). 20
The title to this paragraph is ’The optical point of view’ , which is also an
impossible construction. A view is a subjective experience of vision. I named
the paragraph ’The optical Point of view’ in reference to Bordwell’s use of
this term. Let us now compare Bordwell and his more literal understandingof point of view with the metaphorical interpretation of it, suggested by
Edward Branigan.
3.3 The metaphorical point of view
The aim of Branigan’s theory put forth in his doctoral dissertation Point of
View in the Cinema, is to give an account of the logic and procedures of how
we read a narrative. His perhaps better known Narrative Comprehension
and Film continues these efforts bringing in more cognitive theory to thestudy of film and emphasizing the role the human conceptual system plays
in construing the narrative and recognizing the narrative discourse.
Subjectivity for Branigan is not necessarily the subjective experience of
seeing something from someone’s point (position) in space. It is rather a
matter of how a film presents or portrays its story or character. Branigan
distinguishes the telling of a story from what is told by a story. Subject
matter, as he writes, becomes a result of a process of telling. (Branigan 1984,
20 A similar quote from Gibson is to be found in Joseph D. Anderson's The Reality of Illusion, 44.Anderson's application of Gibson's theory on film is substantial and thorough.
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1). He finds that such a distinction is a basic requirement for blocking out
any paradoxes that would arise if a statement would “refer to itself
independently of the situation of its utterance and discourse”. (Ibid. 19). A
good insight of Branigan’s is that much of the terminology used in film
studies refers to Man. As he writes “our perceptual abilities dictate whatmay be constructed for us.” (Ibid. 6). This goes well along with Lakoff and
Johnson’s theory of experientialist cognitive theory, as we will se in chapter
5. Branigan notes that the concept of point of view originates from a
conception of man as the center of the world.
Both man and his Point of View must be relocatedas a function of the discourses of man rather than asan essence which surpasses society and is capable of all possible views, and points of views. (Ibid. 20).
According to Branigan, point of view is a feature of a text accessible to a logic
of reading. He tries to demystify the concept by breaking with the idea and
conception of it as being an entity or a feeling possessed by authors or
characters. Point of view is a symbolic process: not a site for consciousness
and speculations of the human psyche. Point of view is a generative capacity
of a text. It is also a part of a reader’s general competence.
However, if it is so, why not replace the point of view concept? It would be
better to replace it rather than redefine it. Of course, one need to have anunderstanding of how the concept has been used but to come to new results
it would be better abounded. In Point of View in the Cinema Branigan
provides the reader with a very good and substantial exploration of the
concept point of view. As an analysis of how the concept has come to be and
how it has been used within film theory, it is excellent. However, it may be
the case that point of view as a concept restricts thinking since it is a sense-
focused term. A quote to exemplify what I mean:
The barrier creates a disparity of awarenessbetween Lisa and Stefan that is exploited by thenarration to merge Lisa’s aural point-of-view withStefan’s hands. (Branigan 1992, 186).
At first, this seems reasonable. However after a while a peculiarity
crystallizes. Aural point-of-view?! The sense of vision is mixed and confused
with audition. It is striking that Branigan chooses to use the rather odd
construction ” aural point-of-view” . I find that this use of language is similar
to Bordwell’s construction ” optically subjective” . I could understand the useof ” auditory point” , ” point of audition” a Gibsonian ” point of observation” or
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any such a construction but ”aural point-of-view” I can neither understand
nor support the use of. A concept like ” aural point-of-view” relies on the
visual to be the standard being. To be is to have knowledge of the world
through sight. Hearing and listening are subordinate, if at all, an order of
being. Furthermore, since aural point of view relies on vision to be theprimary, standard, being, Branigan deviates from his idea that subjectivity
has little or nothing to do with a pro-filmic camera and an optical point of
view, which is one of the basic ideas of Point of View in the Cinema. An aural
point of view is just another version of the pro-filmic recording device. In this
case, not a camera but some kind of audio recorder is regarded as the sense-
representation of a character within diegesis. In relation to this, consider the
audiovisuality of Stanley Kubrick’s 2001: A SPACE ODYSSEY (1968) which is a
good example of how the profilmic camera position and its point of recording
merges with the point of audition. In the “Jupiter Mission” section of 2001,there is for instance, a sequence that shows how one of the crew members of
the spaceship, Frank Poole, receives a message from his family back on earth
congratulating him on his birthday. The computer onboard the ship, HAL
9000, is also present in this sequence.21 HAL’s voice has a completely
different room ambience than has Frank’s voice. HAL’s voice is omnipresent,
not belonging to the room visually shown while Frank’s voice is
unmistakably a part of the visual room space. (See chapter 6 of the present
work for an elaboration on sound qualities). His voice stems from his visual
position. It has the salient acoustic traces of being where he is located within
the visual field. Frank Poole is clearly located and anchored in the field of
view as well as the auditory field at a distance from the perceiver, whilst
HAL is in the perceptual field much closer to the perceiver. To somewhat
forego chapter 8 (paragraph 8.4.3.1) of the present work, note that Closeness
Is Strength of Effect. This gives an intimacy between HAL and the perceiver
that may be offending and threatening. (See also Lakoff, Johnson 1980, 128
for more on Closeness Is Strength of Effect). HAL is in a location without
significant room acoustic phenomena and this lack may be interpretable asan internal sound of the perceiver. We are located in a position that makes
the sound have (at least almost) internal qualities. There is however,
nothing but the camera angle that suggests that we are looking at Frank
Poole from the point of observation of HAL. The point of observation we are
located at is clearly a coherent construction when it comes to how Poole’s
voice relates to the visual perspective. Other sequences in 2001 however, are
clearly marked as HAL’s point of being (both a visual and auditive point of
observation that is). This is manifest in the use of fish-eye lens and red color
21 HAL is always present on the ship since he is a part of it. He is built into the ship's hardware andsoftware so to speak. However, in some sequences he is silent and not making his presence explicit.
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that suggests that we se what HAL see. HAL has a red ” eye” that we are
introduced to quite early in the ” Jupiter Mission” sequence of the movie why
it is very easy to perform this mapping. It is also obvious that it is HAL’s
point of being (established through a point of view and point of audition) in
some sequences, especially when HAL takes a look at some drawings andwhen he reads the lips of Frank and Dave in a pod. Nevertheless, in this
sequence, where Frank Poole gets his birthday message, there is no use of
fish-eye lens and hence it is not suggested that it really is HAL’s point of
view we are occupying. The construction is impossible in a real environment
maybe but is very typical for what is possible in a mediated situation. The
sequence is a bit uncanny since we are placed at a location in the ship where
we are looking down at a crewmember and we hear his voice as being tiny
and weak from this location. We also have closeness to HAL suggested by
the lack of room reverberation that makes the location somewhat strange.We hear from one point that is subjective and that matches the view point.
HAL’s voice suggest that we are in close proximity to him and the lack of
room ambience even suggest that we are HAL. However, the visuals does not
suggest this, in this case as it does in other parts of the movie. There is in
other words a tension in the construction of the environment.
Most sequences where HAL is present the sound of his voice has this lack of
room acoustics i.e. a lack of room ambience. There are a few exceptions. In
one sequence, HAL’s voice is transmitted via radio to the pod in which Davetries to rescue his colleague Frank. Hall’s voice then takes on the qualities of
the radio and the room acoustics/ambience of the pod. The image then shows
a distance shot of the mother ship and the pod. This gives that the visuals
have a point of being, external to the ship and pod and the audio is placed
within the pod. There is no trouble for the perceiver to superimpose those
perceptual inputs and create an understanding of the whole audiovisual
configuration. What we have got here, in other words, are mediated multiple
points of observation in both examples. In the second example, Branigan’s
” aural point of view” places us inside the pod and Bordwell’s point of view
places us outside the ship and pod. We are both inside and outside the pod at
the same time. We have what we can call ” character point of being” (HAL is
in the ship and Dave is in the pod, as well as a ’viewer-constructed’ point of
being (we are outside both the ship and the pod) observing the event. We
map our bodily being in front of the movie screen onto the being within the
environment that the screen displays, and at the same time, we have a point
of audition from another location.
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Maybe one could say that Branigan’s ”aural point-of-view” concept makes
the same mistake as the concept of ”oral literature.” Walter Ong states that
this concept i.e. ”oral literature” defines oral culture in a way that
presupposes that written language is the known and the first to be known
instead of the opposite. (Ong 1982, 24-25). It defines oral culture or oraltradition of ”rapsodien” from a secondary phenomenon namely literacy. He
exemplifies this by giving a definition of a horse to someone who has never
had any knowledge of a horse from the known concept of a car. The horse
then is defined from what it is not and not from what it is. One can not, Ong
writes, do this without a considerable distortion occurring. Not only
Branigan, but many if not most film-, media- and art scholars, fall into the
same tradition of defining being as a result of/from viewing (when using the
concept of Point of View). That is to say a tradition of defining a concept of
great importance from a secondary phenomenon instead of a primary one. Inthis tradition, seeing is considered to be primary and being secondary just
like the car defines a horse. I would suggest that being is the primary
condition to perceiving anything at all. Sight, vision, and view follow from
being, not the other way around. In cinema and other media, it is true that
being might be established through a Point of View but it is not the whole
truth. It is just one way to do it and a heavily conventionalized way as well.
The difficulty of equating optical (perceptual) point of view with the
experience of being that character (feeling the character’s feelings) leadscritics toward attitude, identification, or language as additional conditions
on subjectivity, or as an entirely new attempt to define subjectivity.
Branigan mentions Nick Browne and Seymour Chatman and their writings
on this. Browne argues that point of view is a complex interaction between
the way we view and what we view. Chatman says that there might be two
different points of view at the same time. It could be that we see a character
from another character’s point of view but our sympathy is for the character
we see and not for the one representing the seeing. (Branigan 1984, 7). Using
point of view this way, once again shows how the term splits into two
different fields of understanding. First, we have an optical explanation of
what we see: a character’s optical point of view, that is. And, as we have
already concluded, this is a logical impossibility bringing together optics and
view, i.e. an objective and a subjective approach at the same time. However,
we have also a more general use of the term when Chatman claims that we
may feel sympathetic to the one being seen rather than the one who sees.
These are different levels of “reading the text”. The first is a direct sensory
registration much like: I now see through the eyes of someone in the storyworld. The second is a more complex way of interpreting the data from the
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visual: I now see someone that I sympathize with through the eyes of some
one else in the story world. The latter approach demands an understanding
of the story and the characters within this story.
As Branigan notes, Andre Bazin links a formal trait (a camera movement) toits effects on the viewer and Jean Mitry finds five kinds of subjectivity in
film:
Point of View shot
Memory images
Purely mental or dream images
Subjectivizing the objective (the camera participates with and mirrors acharacter’s mental state)
and imaginary or fantasy narrative.
Meaning depends upon the relation between present and non-present units
in a formal system. This gives that meaning is a play of differences. If this is
the case, there are no inherent meanings. Branigan gives the example of a
dissolve that could mean a short time lapse in one film but not in another. It
is not the dissolve as unit that gives it meaning, but its relation to other
units within the formal system. No one film is the system but just an
instant, and transformation of a system. (Branigan 1984, 29-30).
Branigan defines narration as the textual activity of telling and receiving
that realizes the narrative. A narrative is a result of a process of logic of
reading. Subjectivity he considers to be a specific level of narration, a specific
level of that process, where the telling is attributed to a character in the
narrative and that we as readers receive the telling as if we were in the
situation of that character. (Branigan 1984, 73).
Telling and/or representing is primarily a creation of space. Telling,
Branigan states, is an act of vision. It is a display of the visual through acts
of vision. (Ibid. 73). Space is visual in Branigan’s way of thinking. How
should one understand this? Is narrative space always visible or made
visible through narration? However, if there is only a description or
representation of what happens, the realization of the space in which the
action literally takes place must by necessity be very vague. One could only
shape an understanding of the action object(s) relation to its own parts or to
other action objects i.e. only the agents and the relations between the agents
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would be rendered. Passive objects would not be considered, since they would
only display and make clear the field of action i.e. the space of actions that
occur.
The relation between ’frame’ and ’origin’ is of particular importance. Theframing is linked to a specific character and that character’s vision is the
origin of the shot. Branigan notes that this link might be direct or indirect
(as a tactile motor/kinesthetic link may be, as we shall see later!). A point of
view structure gives a first-hand representation of what a character see.
First the character position in space, as Branigan uses the term, is made
clear and then the characters visual experience is represented. The spatial
field of vision is an approximation of what a character may see from this
position within the diegetic world.
In computer games one can utilize the same process. It might also be
realized through the effect a game player’s motor action will have on a
displayed image. If the game environment starts to move when a game
player press a button or otherwise manipulates the control device, it is not
far fetched to draw the conclusion that what is seen is a representation of
what a Game Ego (a character) within the game environment see as well.
However, the image must have some properties of a first person point of view
if we are to identify the environment seen as our (visual) position in the
game. That is, our ocular point of observation equals the ocular point of observation of the Game Ego. Such visual properties that indicates that it is
a first person point of view one is perceiving might be body parts displayed
so as to simulate the way one actually see oneself outside computer games.
There is not only vision and a visual representation but also a body within
whose boundaries the perceiving is contained. Gibson notes that our limbs
protrude into the field of view and this is a perceptual basis for our body
being at a certain location relative to the environment. (Gibson 1986, 208).
To somewhat forego the discussion on experientialist cognition, note that
what we have here is a bodily basis for containment. Containment is animportant concept in this specific theory of cognition.22
As mentioned the link between frame and origin might also be indirect. An
indirect link is a kind of character projection where ways other than just
first person point of view are used to join space and character. When
22 See the chapter 5 on experientialist cognition in the present work. See also George Lakoff',Women, Fire
and Dangerous Things, 267, 271-73, 282-84, 286-288, 290, 300, 354, 362-63, 383-84, 387, 434 and 450.Mark Johnson, The Body in the Mind , 21-23, 34-35 and 39-40. Lakoff, Johnson, Metaphors We Live By
Chapter 12 "How Is Our Conceptual System Grounded", 56-60. Lakoff, Johnson,Philosophy in the Flesh,20, 31-33, 36, 40, 117, 153, 156, 176, 275, 338, 341, 376, 380-82, 544-55 and 574-75.
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determining subjectivity it is therefore important, writes Branigan, to
examine the logic that links the framing of a space to a certain character.
This logic is conventionalized. (Branigan 1984, 73). These conventions does
not come naturally but must be learned he claims.
Important to note when reading Branigan is that he equates ideology with a
reading convention. It is also important to note how difficult it is to use his
concept of camera. He is does not use his own definition consistently.
I will define the camera not as a real, profilmicobject (which leads to misunderstanding about the viewer’s access to reality) but as a construct of thereader– a reading hypothesis which seeks to makeintelligible the spaces of a film. (Branigan 1984, 53).
But this definition is, as I understand it, abandoned at least for a moment on
page 74 when he claims:
In real space the camera and a character could notoccupy the same point at the same time;nevertheless, in the Point of View shot they doexactly this and without interfering one another.
Branigan might have written they way he does as an example of the
problems that arise when thinking of the camera as a profilmic object. Hedoes mention later on that he defines the camera in a special way as a way of
making an hypothesis. Still, the reason is not explicitly connected to the
quote above why I at least feel a little lost here. It is clear that his definition
of the camera would solve this problem of real space position and that the
point a character is located at could be occupied by the camera and hence
give a first person point of view shot from this location. It is a question of
thinking about the production of the medium content or thinking about
perception of medium content, I would say. To think of a camera one must
know something about film production. To accept a shot as a point of viewone need not to know something about film production but of real world
visual perception and the way it is commonly put forth in film story telling.
The concept of a camera is not necessary for someone taking part in the story
telling. It is only necessary to know how the elements of visual narration are
usually organized. This is I believe what Branigan calls a logic of reading.
Therefore, he could let go of the concept of camera completely and only say
that certain visual elements in a film could be thought of as being a
representation of a character’s vision and by other means be linked to a
character within the story world.
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“Total Point of View” is another of Branigan’s concepts. If one shows both a
character and what that character see at the same time (i.e. a first person
point of view), through superimposing or split screen for instance, one would
need a hypothesis about space at the same time. One would need to rethink
how space and time are related in the narrative and think of a possibleposition outside the diegetic space, argues Branigan. In the classical film (a
term which is not defined by Branigan by the way) there are few examples of
this. He mentions Abel Gance’s Napoleon but that is also the only film he
has found this in. (Branigan 1984, 74). In some computer games however
split screens are frequently used.
Some computer games, like Duke Nukem 3D, do use split screen and
variable point of view. In spite of that, one can, as a game player, seldom
focus on more than one at the time, this is not really a problem and does notreally force one to think of the shifting environment. This is due to the
tactile motor/kinesthetic link and the act of controlling the Game Ego. The
act of controlling is dominant in this case and is part of the overall game
structure. Is this a total Point of View in Branigan’s sense or is it more like
multiple Point of Views? Or is multiple Point of View the same thing as a
total Point of View? I would say: No it is not. A total Point of View literally
incorporates a character’s view point with the point at which he looks. A
multiple Point of View situation on the other hand would show many
different points of view held by a character at the same time. It collapsesspace and time into a multiple perception of many spaces and not necessarily
the bilateral space of what Branigan calls total Point of View. In Branigan’s
concept lies the idea that a character sees something and that there is a view
from the opposite direction aimed at the character that is the seeing subject,
as I understand it. Dziga Vertov obtains something like this in that famous
shot from Man with a Movie Camera. It would seem to me that a mirror shot
would do the same thing and mirror shot is not uncommon at all. Indeed,
Branigan mentions this when he discusses six elements of narration: origin,
vision, time, frame, object, and mind:
Character narration requires that all the sixelements of narration be referred to character. Forexample, in the subjective flashback, the origin isspecified as a character; vision is character vision;time is the mental time of character; frame is whatis placed before us by the character’s memory; andmind is the character’s state of memory, which is thenominal logic, the coherence, the unity of thatrepresentation. When all six units of representation
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are referred to character, the unity of thatrepresentation is, exactly, the character as subject;and the telling or representation is called subjective.(Branigan 1984,75).
Time, frame and mind are the variable bases for types of subjectivityaccording to Branigan. (Ibid. 76). Origin, vision, and object are invariant in
all types of subjectivity in classical film. Origin and character must be equal
to give a subjective narration.
A point in space must be established and related tothe space occupied by a character; that is, characteror the perspective position of character will bedesignated as the origin of a production of space for
the viewer. Vision, too, is always related tocharacter–space exists as seen by, or generated by, acharacter, though the activity of seeing may becomemetaphorical, as in memory or dream. Finally, theobject of vision–what a character sees–is irrelevantto the form or type of that seeing. A character maysee the same thing in many ways: in reality, in adream, in a flashback, etc. What we are interestedin is how, under what conditions, a character maysee, not specifically what he sees. (Ibid. 76.
Branigan’s emphasis).
The literal placement of the camera as a pro-filmic object does not decide the
hypothesis about space that we may make in reading the sequence. (Ibid.
124). Point of view is a reading structure and editing could enhance the point
of view and make it ambiguous. However, it is still a structure that is in
play. It is a kind of textual logic that supports Point of View. Branigan
touches on the idea that observers do make hypotheses about the world in a
Gibsionian way. Sadly, he only mentions Gibson in two footnotes in Point of
View in the Cinema. The literal placement of a camera would benefit fromthe idea of point of observation that Gibson puts forth.
A set of inferences […] may substitute for a literalcamera framing and free us from the optical vantagepoint of character while maintaining the subjectivityof space. We see that a space is subjective but do not(directly) see its subjectivity. […] It would be moreaccurate to say that we understand (know, expect,see) that a space is subjective though we do not,
literally, see its subjectiveness (from the place of thecamera). (Branigan 1984,124).
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Note a connection to what Bordwell has to say about point of view here.
Bordwell uses a sharp definition of point of view as the optical vantage point.
From this Branigan goes on to examine metaphor.
A theory of metaphor is a theory of how, and underwhat conditions, transference occurs. The nature of the transference may be narrative and/ornarrational. […] we may generalize and say thateven when where the framing is not strictly from thecharacter’s point in space, there can be ametaphorical transfer from what is looked at to thecharacter who looks (to the looking). (Ibid. 125).
3.4 Summary
To summarize the discussion of point of view, subjectivity, identity, and
identification and reach an initial conclusion for further elaboration:
Bordwell’s approach using point of view as a character’s visual point of
observation is a camera analogy that is body based. We are the camera and
the camera is a character. We posses and occupy a location equal or close to
the point of location of a character in the film or game. Branigan’s approach
with a metaphorical use of point of view is considerably wider and to tend to
confuse point of view in a more literal conception (i.e. Bordwell’s approach)
with the logic of reading and the overall organizing structures of the
narrative and the human mind’s capacities for understanding and making
sense of the narrative. The human mind is for Branigan, and also for
Bordwell, what actually matters in the construction of the narrative, much
like it was for Münsterberg as shown in chapter 2. The human mind is the
material for narratives, so to speak.
The concept of Point of View is problematic. It is not a coherent concept
within film theory and it gets even more complicated when it comes to the
analysis of computer media and computer games. Point of view in film
theory often narrows the study of film to consist of mainly studies of the
visual. Sometimes point of view is used to designate both the visual and
auditory vantage point of a character within a movie without a clear-cut
distinction between them.
Furthermore, not only two senses are mixed within the point of view concept.
There is a confusion concerning whether point of view is the so called optical
point of view of a character or if the term shall be defined as a way of
reading the text. However even this effort of making a distinction is
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problematic. To be able to understand whether a shot is the point of view of a
character one needs to have an understanding of the context of the shot
within the film. In turn, this of course involves a way of reading the story, to
keep within the terminology of Branigan.
Point of view is understood in a number of ways. It may be the optical point
from where something is seen as Bordwell suggests and it might be a
narrative device to put forth a story in a certain way as Branigan claims. To
use Edward Branigan’s and David Bordwell’s terms, respectively, it may be
the use of the camera associated with a hypothetical- (Branigan) or an
invisible- (Bordwell) observer who takes part of the events in a story but who
does not intervene or take any active part in those events. That is, there is
an observer, whom is only present through the witnessing of the ongoing
events. Note that the invisible observer is something that Bordwell isopposed to and not something that he advocates. Primarily the observation is
considered to be of the visual order in this tradition and context.
The point of view concept is often assumed to designate a point in space from
which something might be observed. Observed in this context means that
” something is seen”. There seems to be a widespread custom in cinema
studies, film theory, art theory, and theories of what is usually called new
media often to use point of view this way. That is, seeing equals observation
and observation equals being. This in turn means that seeing equals beingand that being is established by seeing. To put in a more logical format:
Seeing = Observation = Being
gives
Seeing = Being
Alternatively as Branigan might set it up in logical format since he stresses
knowledge as an important factor for construing a point of view:
Seeing = Knowledge = Being
gives
Seeing = Being
Being is primarily established and made concrete through the visual
appearance of something. (Cf. Bordwell 1997, 161). To see something
demands someone who sees i.e. to see is a subjective experience and thisexperience anchors the being in itself. This has resulted in a cinematic model
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in which point of view often is made equal to and the only proper designator
of subjectivity. This model rest to a high degree on tradition within film
theory as well as on some ecological factors. One such ecological factor, is
that vision is a very dominant sense of the human being. However, Gibson
acknowledge other senses than sight to be part of the observation process.Gibson elaborates on what he calls ” points of observation” in his theory on
ecological psychology. He does not limit the observer to be using only vision
while observing something. Hearing and smell are parts of the observation
as well as vision. (Cf. the discussion on Medium in chapter 2 of Gibson 1986,
16-19). The use of point of observation will make the logical formula
different:
Perception = Observation = Being
gives
Perception = Being
To use a concept like Point of Being would take into account not only vision
but all sense modalities available to human beings. This suggested formula
will be subject to revision in later chapters since it does not contain the
whole truth. As the following chapters will show, our motor capacities play a
great role in the manifestation of being. Lakoff’s and Johnson’s theory shows
that our conceptual system has its foundation in the use of the human body(i.e. motor action) and the fact that we live within societies.
The conceptual system does have a lot to do with motor performance. This is
also something that goes well together with Gibson’s theory. He points out
that motor performance in the form of visual kinesthesis is a very important
factor for visual perception. Visual kinesthesis combines body action and
perception, stressing the locomotion of the body as a factor in perceptual
processes.
Consequently, what I suggest is a way of thinking about the issue of
subjectivity, identity, and identification on more of a bodily basis. In
chapters to follow, I will ask questions like how we, as film experiencers or
as game players, perceive and experience the environment the character is a
part of; and how do we incorporate the body of this character? That is: How
are we within film and computer games? How is our being established?
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4 Affordances and constraints: Some notes and
elaborations on Gibson’s ecological approach to visual
perception
Remember the eleven-year-old Johnny in the first chapter of this
dissertation, who struggled to adjust his hypothesis about what a specific
computer game was all about? (Chapter 1, 5). He had trouble to make an
adjustment of his mind and to change mode from Fire to Don’t Fire. To
further outline the objectives of this dissertation, the following chapter is
concerned with how technology and human presumptions about computer
gaming poses some affordances and some constraints in relation to sound
and image. There are always things you can do (affordances) or can not do
(constraints) and things you are likely or unlikely to do while manipulatingyour environment and the objects contained within it. Technology is not that
very different. There are always some actions and manipulations that are
more or/and less likely to be performed in the interaction with objects and
technical equipment such as cameras, computers etc. A book, for instance,
has by its design and the context in which the book is accessed, some
affordances and some constraints. It “normally” invites one to open the book,
turn the pages, and read them. If the content of the book is in some way
offending one might rip out the pages, throw the book away or maybe most
commonly just close it and put it aside. The first two paragraphs of the
following chapter will be a closer study of Gibson’s theory on visual
perception and the affordances of the environment. I will then go into a
discussion on how affordances and constraints might be used to understand
the technical aspects of media. In the last part of this chapter, we will get
back to Johnny who found himself in that troublesome situation when we
left him. By then, we will have the basis for analyzing further what was
going on by employing the concepts of affordances and constraints.
4.1 The Ecological environment according to Gibson
In the foregoing chapter on point of view and subjectivity, I touched on
numerous occasions, upon Gibson’s theory. Now is the time to elaborate this
and to clarify a couple of traits within it. First of all it is important to note
that Gibson’s theory is concerned with perception and not cognition. As
Lakoff remarks, parts of Gibson’s theory are essential to experientialist
cognition, especially the fact that Gibson stresses the interaction processes
between animals and their environment. (Cf. Lakoff 1987a, 215-216).
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In addition, as we will see in the following chapters, this issue is of great
importance for both experientialist cognition and the present work
(especially so for the chapters 7 and 8).
Gibson wanted an alternative to the traditions of mentalism andbehaviorism and developed a theory of ecological psychology. Mentalism was
discarded by Gibson because of its subjectivity, and behaviorism because of
its over-reliance on habituation. To understand Gibson’s term affordance,
one must first have some basic notion of how he defines environment more
specific than that it is something that surrounds an animal. In order to
clarify, I will now provide an outline of an ecological environment according
to Gibson. The main source for the following is part one of Gibson’s The
Ecological Approach to Visual Perception (i.e. 7-44).
Gibson emphasizes the interactional relation between and interdependency
of animals and the environment they inhabit. There can be no environment
without living beings and no living beings without an environment, he
claims. Animals and environment constitutes an inseparable pair. Without
animals, we have what we might call a world or a space. In his theory,
Gibson wants to leave the physical world description, i.e. physical reality
and the descriptions thereof aside and instead be concerned with the
ecological reality. The animal is writes Gibson ” a perceiver of and a behaver
in the environment. But this is not to say that it perceives the world of physics and behaves in space and time of physics.” (Gibson 1986, 8. Gibson’s
italics). To further illustrate the differences between the physical and
ecological approach: the physical world and the ecological environment have
different scales of measure. In the ecological environment, the scale is based
on the size of the animals that inhabit it. That is to say that the scale is a
meaningful scale for the animal. As Gibson writes: ” […] the sizes and masses
of things in the environment are comparable with those of the animals.”
(Gibson 1986, 9).
An environment has three categories of elements: Media, Substances and
Surfaces. Gibson contrasts them to the tradition of classical physics in which
the universe consists of detached bodies in space and that, at least implicitly,
poses that what we perceive are just objects in space. This is very different to
objects contained in an environment. Objects in an environment can be both
attached or detached and for them to afford behavior, they need to be
comparable in size to the animal within the environment. The elements of an
environment have the following properties:
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1) The Media affords respiration; permits locomotion; can be filled with
illumination to permit vision; allows detection of vibration and detection of
odor; it is homogenous; and has an absolute axis of reference of up and down.
2) The Substances do not freely transmit light or odor and that does notfreely permit the motion of bodies and locomotion of animals. They need not
be homogenous.
3) The Surfaces separate the media from the substances. The surface is the
visual part of a substance. It is on the surface between media and substances
that most actions are carried out. The surfaces of substances give away a lot
of information about that substance’s properties i.e. that substance’s
affordances. The surface has a layout that is perceivable by the animal
observer. The layout in turn has an intrinsic meaning for behavior. This is very unlike abstract, formal, intellectual concepts to be found in
mathematical descriptions of space that reign within physics.
For the present study, these elements are of great interest since computer
games are based on interaction between the game player and the game
environment and the fact that we map our everyday experience onto such
game environments. The medium, in the Gibsonian sense, simulated in a
computer game, often allows the substance’s surfaces to be visible and reveal
the affordances of objects. The surface texture of the objects in the gameenvironments has become important for the game play due to the reliance on
photo-realistic imagery. One can say that the level of abstraction has gone
down at the same time as the level of detail has gone up. To put it in a more
formal way: High resolution = Low abstraction. Computer games like Myst
and its sequel Riven (Brøderbund/Cyan 1997) are based on high and even, in
the case of Riven, very high resolution digitally produced images. The
images look like photographs. Why make them look as photographs when
they could perhaps take a step towards human visual perception instead? Is
the camera analogy so powerful and useful that we use it even when we donot need to? Why must we think about photorealism or photoreality when
handling and interacting with computers? Is it perhaps the case, that a
camera, through its optical way of function, and the photograph, through its
photochemical way of function, emphasize how we perceive the visual field
and the visual world, to use the Gibsonian terminology? May we think about
the camera as a reinforcement of the basic level of perception? Hopefully, the
following paragraphs contain the answers to at least some of these
questions.
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4.2 The Affordances of the environment
”What is, then, an affordance?” one might ask. Gibson suggests that ” the
affordance of anything is a specific combination of the properties of its
substance and its surfaces taken with reference to an animal” . (Gibson 1977,
67. In essence, this is the same text as chapter 8 in The Ecological Approach
to Visual Perception, 127-143). Furthermore:
The affordances of the environment are what itoffers the animals, what it provides and furnishes,for good or ill. (Gibson 1977, 68).
This basic definition of what affordances are is useful in the analysis of
audiovisual media and narrative studies. One need not adopt and accept all
of Gibson’s ideas and thoughts concerning the term affordance. It is still auseful idea that the environment has some salient features that affords
something to the animals, human or not, residing and living within an
environment. To go a little further into this we may consider the following:
If a substance is fairly rigid instead of fluid; if itssurface is nearly horizontal instead of slanted; if thelatter is relatively flat instead of convex or concave;and if it is particularly extended, that is, largeenough, it affords support. (Ibid. 68).
This kind of substance/surface relation makes the surface stand-on-able and
even walk-on-able. There is a persistence in the substance that the surface
reveals so to speak. The surface can also be sit-on-able: Sit-on-ability
demands the surface to be raised up to the knee of a human. (Ibid. 68).
Rigidity, levelness, flatness, and extension are parts of and form a complex
invariant affordance of walk-on-ability. Vision is the predominant sense that
perceives this information. Furthermore, it is easier to perceive the complex
affordance than the properties in isolation Gibson states. This is because the
complex invariant affordance, for instance walk-on-able, is meaningful whilethe single isolated property is not. (Ibid. 67-68). In this discussion on the
properties making up complex affordances Gibson touches on categorization.
Categorization is essential for all neural beings. (Cf. Lakoff, Johnson 1999,
chapter 3. See also Lakoff, 1987a and 1987b, which are concerned with the
cognitive basis of categorization). An important factor in Gibson’s theory is
his conception of the ambient optical array. The ambient optical array is
what makes it possible to perceive an affordance of an object. There is
always some light, even at night that makes the surface of a persisting
substance potentially visible and tangible. The surface is very important for
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Gibson. The surface is where most of the action takes place Gibson rightfully
claims. (Gibson 1986, 23). In addition:
A potentially visible surface is one that could belooked at from some place in the medium where ananimal might be. (Gibson 1986, 23. Gibson’s italics).
The use of potentially visible surfaces is extensive in many computer games.
Consider a game like Myst, for instance. It consists of something like 2500
still images and some animated sequences. Not all these images are
absolutely necessary for the game play but they contribute to the immersion
of the player in the game environment. (See also the discussion on space in
computer games and film in chapter 8 of the present work).
The visual system is good at sensing motion and movement. The motorsystem of the eyes (that is, one of the organs making up the visual system)
connects to other movement sensing organs as for example the inner ear.
The eyes might move even when they are shut due to sensing movement in
those inner ear areas. This is due to a reflex called optokinetic nystagmus,
which ensures that when we see a moving scene it keeps stationary on the
retina. When seeing some movement we can also get the sense of moving
ourselves although we are not moving until we see the movement. As the
next paragraph will show, Gibson noted that vision is kinesthetic. (Gibson
1986, 183). We do not see only with our eyes but the with a more complexbody system. (Gibson 1986, 205). We also encountered this idea in the
foregoing chapter in the discussion on the optical point of view. To further
exemplify: if we see a roller coaster ride we might get the impression of a
rapid down slope and because of this impression we move our head slightly
which is then recognized by regions in our inner ear telling us that we are
moving. We move because we have seen movement. Visual movement may
make motion of the body likely to occur. We have here an interesting link to
Lakoff and Johnson’s theory:
Moving objects generally receive a FRONT–BACK orientation so that the front is in the direction of motion (or in the canonical direction of motion, sothat a car backing up retains its front). (Lakoff,Johnson 1980, 42).
As human beings, we are predisposed for movement or more precisely for
locomotion. Locomotion of the human body is primarily a motion in the
direction of our eyes since evolution has shaped our bodies in a way thatencourage such movement. The human body has a very clear and utilized
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FRONT–BACK orientation. We are primarily, body wise, set up for frontal
action. The main part of the perceptual field is conceptually in FRONT of us
since it is the field of successful interaction. To forego the discussion in
chapter 8, it is easier to move what I call the Game Ego straight a head since
we map our front onto the Game Ego. The game environment if it consists of linear perspective makes us want to move into-forward the direction in
which we look. Strifing is conceptually harder to arrive at. That is moving
the Game Ego from side to side. The environmental layout primary affords
the ” head on” motion. Visually controlled locomotion tends to enhance the
moving straight ahead within computer game environments. Backing up is
also harder than moving in the direction of vision. That is, to move the Game
Ego backwards and not being able to see where one is going is troublesome
but often necessary in games like Unreal, Quake and the like.
Having now sorted out some of Gibson’s terminology and provided some
exemplification of its applicability on audiovisual media experiences, it is
time to make some remarks on how the technical devices as such might have
some affordances and some constraints.
4.3 Technical affordances and constraints of media
My aim in this dissertation is not to provide the reader with a full-fledged
history of photography, film, television, and computer games. There issubstantial work already done covering the history of these media.23
However, I do whish to make some relevant remarks on technical
development, since technology has had important consequences for what has
been possible to put forth in these media and the way media content has
been structured.
From the discussion in chapter 3, we can conclude that a great deal of film
theory has its base in some notion of the camera i.e. a technical device that
affords certain things to be done. That is to say that the camera has certainaffordances in its hardware set up and the conceptualization of it as a
recording device. As chapter 3 showed, it may be how the camera simulate a
23 The history of film has been covered in numerous books. Here is not the place to go into detail aboutthis. I will just mention a few works. David A Cook's History of the Narrative Film is a standard work infilm education as is Kristin Thompson and David Bordwell's Film History: An introduction. The history of photography is also well covered. Geofrey Batchen's work on photography, Burning With Desire is arecent work that questions much of traditional photo history. For a nice introduction to the history of computer games I can recommend the website http://www.emuunlim.com/doteaters/index.htm byWilliam Hunter. Another website of interest is of coursehttp://www.classicgaming.com which has a lot on
the history of computer games and also many links to other sites that might be well worth a visit. J.CHerz's book Joystick Nation has some interesting passages on the history of video games. Also Steven L.Kent's book The First Quarter explore this field.
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character’s view point, how the camera represents a third person present but
invisible in the diegetic space. It could also be studies of camera movement
or mise en scene. (This last was not discussed in chapter 3 though). What we
have is, in other words, camera thinking, photographic thinking and
thinking influenced from a tool for recording and making representation. Toelaborate the discussion begun in chapter 3, on point of view and the camera
analogy, I will now go into a brief discussion on the camera and how the
camera analogy constitutes a constraint when analyzing computer media.
This of course is to widen the ideas of affordances and constraints somewhat
and go beyond what Gibson meant with these terms. However, I find them
suitable to use also in this broader sense. This in turn connects to the
following chapters 5, and the discussion on conceptual and cognitive sets, 6,
and the discussion on how sound has affordances and constraints, 7, that
elaborates on interaction and interactivity, and 8, where we get a moreelaborate discussion on the Game Ego. Chapter 9 contains a number of
analyses that should be read with the idea of affordances and constraints in
mind.
The camera is the central tool for the recording of visual communication,
claims Torben Grodal. (Grodal 1999a). I agree in part on that. The camera
and its predecessors have been the major and central tools for this recording.
With the coming of digital computers and their use for graphical purposes,
this might change. The image needs not to be photographed even if it maylook, seem and appear like photography. The computer is capable of being a
tool for digital manipulation of photographs. It can also be a tool for
providing what looks like photographed material. An image may have its
material origin not only in a world outside the camera (it maybe the case
that this never has been the issue) but could be produced through the
manipulation of mathematical algorithms within a computer. These
algorithms in turn may be modeled on how photographed objects look. The
mathematical algorithms need not simulate reality but be simulating some
kind of photo-reality. Photo-realism is, I believe, somewhat overrated as the
goal for visual appearance in computers. Yes it may have a certain attraction
value and yes, we may get impressed by the system’s capabilities to display
images that look like photographs. However, I would find it more compelling
to model actual human perception of the environment than make a
representation of another medium so to speak.
Gibson did actually write about movies and photography in the last chapter
of The Ecological Approach to Visual Perception (292-302). He contrasts
photography, what he calls the ” arrested picture” to what he calls the
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” progressive picture” i.e. what is commonly known as motion pictures. He
does not advocate the use of the term motion pictures. It implies that motion
has been added to the picture, which is not the case, he argues. What we
have got is a system that allows the display of a changing optic array and
not a series of still images he argues. It is the changes in the optical arraythat makes us perceive motion. There are several techniques employed to
achieve this, the stroboscopic technique of the movie camera and projector is
only one of many, he claims. (Gibson 1986, 292). The eye has developed to
register change and transformation. The result of this recognition is that the
progressive picture is the basic form of depiction and stilled images, arrested
images are special forms of the visual world, something, which Gibson
rightfully notes, is contrary to traditional optics. (Ibid. 293). In a computer,
there is no real camera. Computers do not work that way. Images all come
down to models of representation. Since human beings have been using thephotographic camera for more than 150 years the camera has become quite
familiar to a lot of people. And the result of using cameras i.e. photographs of
one kind or another have also become very familiar. We know how
photographs look. We know certain things about and expect certain things
from a photograph. We are aware that a camera has some similarities with
the human eye, we know that time and light are essential for a photograph
for instance. However, as Gibson claims, vision is kinesthetic ” in that it
registers movements of the body just as much as does the muscle-joint-skin
system and the inner ear system” . (Ibid. 183). Furthermore:
Vision picks up both movements of the whole bodyrelative to the ground and movement of a member of the body relative to the whole. Visual kinesthesisgoes along with muscular kinesthesis. […]. Visionobtains information about both the environment andthe self. In fact, all the senses do so when they areconsidered as perceptual systems. (Ibid. 183.Gibson’s italics).
This of course connects to the forgoing paragraph and the optokinetic
nystagmus reflex. It also points to the way we perceive ourselves in the
environment and this is an important factor in how we construct a Game
Ego while playing computer games. The Game Ego will, as mentioned, be
discussed in chapter 8. For now we can conclude, that visual kinesthesis is
one factor in the process of construing a Game Ego.
The graphical computer was not an obvious thing, as we know it today. As
with very many technical innovations, the main purpose with computerswas, in the beginning, military use. To use a computer as we do today, as an
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increasingly narrative unit, was not something that was in common thought
when the first computers were realized. The computer, as a medium, was not
in common thought at all. Albeit this, Vannevar Bush wrote about a
research device he called ” memex” . (Bush 1945/95). In the article named ’ As
We May Think’, he in many ways drew the outline for an interactablecomputer. (The term interactable is a consequence of taking on Gibson’s
terminolgy and a subjective definition of interaction as will be shown in
chapter 7 of the present work). Bush himself visualized/imagined the memex
to be a mechanical device, but his basic ideas has been a great source of
inspiration for people in the computer developing business such as Nicholas
Negroponte (at MIT) and Steve Jobs (Co-founder of Apple Computer and at
present CEO at this company). “Consider a future device,” says Bush “for
individual use, which is a sort of mechanized private file and library. It
needs a name, and to coin one at random, ” memex’’ will do. A memex is adevice in which an individual stores all his books, records, and
communications, and which is mechanized so that it may be consulted with
exceeding speed and flexibility. It is an enlarged intimate supplement to his
memory.“ (Bush 1945/95)
The above quote, pretty much summons what a modern personal computer
can do for you and what it affords you to do with it. In addition to this, the
modern version of the memex – the personal computer, that is – can store
and play interactive films, games etc. It also shows a connection to Gibson’sidea of affordances and constraints. To think about such a device in this way,
one needs to have an idea of how to manipulate a machine and organize the
material. The idea of affordances and constraints is well suited to apply on
this manipulation and organization process. The machine affords interaction
between itself and the user. It affords the display of images and sound, it
affords storage and retrieval of information etc. Furthermore, the idea of the
memex takes into account the way we think, how we associate and reason. I
would say that it takes mind to be the material of the ” narrative” (the
processes of organization i.e.) to connect it to Münsterberg’s work on film
presented in chapter 2 of the present work.
To take the discussion further let us now turn our attention to computer
game systems. Consider the following as an attempt to introduce what will
be further developed in chapter 7 on interaction, and in chapter 8 on
controllability. The first commercially successful computer games were very
” simple” things like Pong. Pong was developed and introduced by Atari in
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1972.24 It was not primarily a storytelling game but an interaction based one.
It gave the player an opportunity to actually extend his or her motor actions
into actions on the computer screen. Film has the ability to make the
audience willing to act but at the same time it shuts the audience out from
any interaction result i.e. from any product of interaction. When taking partin a film (or of television) we often find ourselves in a situation in which we
would like to intervene. Children are often both yelling and jumping around
when taking part in film or television, as are grown ups sometimes. This is
true especially concerning sport broadcasts like football, ice hockey, and the
like. Computer games on the other hand, allows the player, not only to
watch, hear and intellectually take part in something, but also affords the
player to play a part in the game. That is, it affords a player to take part in
the affordances and constraints of the game environment in a process of
interaction. The computer has become more and more of a narrativemedium. The computer as a medium affords narration and the acting out of
narratives. The narratives narrated with the help of computers make use of
some of the conventions used in film and television but can not use them all.
Film in itself, as a strip of film, affords splicing segments of film together to
make an edit. A computer can in turn be used to simulate such an act. It can
also be used to simulate the film medium experience on the computer screen.
Since the screen is not as big or has the same proportions as a movie screen,
you must have that in mind while composing the images. The computer
screen as such is often more like a television screen in its proportions but
game makers often use a movie-like area on the screen for the actions to
take place. The range between the screen and the player must also be
considered. How far from the screen is the player? How big is this screen and
how many colors can that screen display? That is to say: What does the
system afford the game player when it comes to the layout of the
environment. This is a basic question that Gibson’s theory helps us to ask.
Every technical aspect has its consequences for the narrative one way or
another. The technical shortcomings, i.e. the technical constraints, of
computer game systems have actually been an advantage. They have
brought computer games into being games of the basic level of categorization
of the objects contained within the game environment.
Basic level categorization is further discussed in chapter 5, and is an
essential part of the experientialist cognitive theory of Lakoff and Johnson.
24
Maybe Pong is in one way of bigger importance than we realize at first. Pong could be thought of as thestart of a new field in the use of computers: Interactive visual game playing. Pong started something backin 1972 that is still in progress and which is today a billion dollar world industry.
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Low resolution of both images (and sound) has been a basic problem for
computer game designers. Storage capacity for data is one reason for this
and it all really comes down to the system speed and the capabilities of the
system. The first digital computer game, Spacewar (Russel 1961), took 9
kilobytes and was designed to run on a computer system called PDP-1. Thiscomputer was a monster of power back in its day i.e. the early 1960s. You
will have to put this into context though. You have probably close to or more
computing power in your WAP cell-phone, microwave and calculator. To put
this in a computer game context: One can not use certain levels of narration
if the technical device is not set up for it, i.e. if it does not afford it. The game
designers have to make certain decisions based upon the technical
preconditions. Another aspect of the narration is that the computer as a
narrative medium is still in its infancy compared to film and television. We
often tend to forget that someone actually had to come up with the idea of classical editing, montage, fade in, fade out, split editing etc. which we more
or less take for granted. We really do not know how to tell a story with the
help of a computer – yet. This is, I would say comparable to the exploration
of sound in the movies. Sound affords other ways of storytelling, other ways
of presenting the layout of the environment since objects and their
affordances can be made to have an existence with a sound, as chapter 6 will
show.
Cinema can be thought of as a time-based emotional affection andmanipulation with a low degree of audience participation in the sense of
motor interaction and ability to affect what is going on in the film. (See also
chapter 8 of the present work and the discussion on film as interface). The
border between the audience and the media is a rather sharp one. Maybe one
could say that cinema fills some kind of need/urge for being told a story
without the ability to intervene. This is not to be confused with our wish to
intervene in the actions as most of us want to do when we take part in a
movie. What I suggest is that we, in one way or another, find pleasure in the
cinematic situation just because we are kept out of the action within the
diegesis and that we are not to blame for what happens on the screen. Some
one else is in charge and all we can do is sit back and perceive the actions
taking place.
In interactable computer games the question of the diegesis is even more
troublesome since the player can actually make things happen inside the
constructed environment. Film theorist Christian Metz argued that theatre
did not have a diegesis since it was not a firm and fixed construction. The
audience can, and always does, affect what is going on on stage. They might
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laugh in the wrong places, give long applause and so on. In a computer game
the whole idea is to make things happen one way or another.25 The player
shall learn to take control over the situation at hand. The player is allowed
what is denied the audience in a film situation, namely immediate
interaction. For the time being, a player is allowed to use his fingers, hands,and sometimes feet in this interaction process. Voice command is not well
developed in most games.
A filmmaker and a game designer must ask the questions “What is in the
visual?“ and “What is heard?“ as well as ” What do I want the perceiver to
feel?” We have already had one big change in the cinematic room
construction with the coming of synchronized speech and sound. The inter-
titles more or less disappeared. In silent movies, they had not only the task
of representing speech. They also told the audience the time and place forcertain actions, suggested non-visible rooms with intervening comments and
they could also tell the emotional status of a character. However, the titles
told not everything. Some things were visually shown with a cut-in sequence
to clarify its status. I will now provide two examples on how the use of
sound, a sound affordance, can affect the visual flow of a sequence. First
from the large production of Alfred Hitchcock and then from some LucasArts
computer games like Day of the Tentacle (LucasArts 1993).
Hitchcock made England’s first full-length all-talkie movie, BLACKMAIL, in1929. He was supposed to do only the last reel with sound but decided, of
which the film company BIP was unaware, to do the whole movie as a sound
film. 26 This resulted in two versions of the film; a silent version and a sound
version.27 Hitchcock staged some situations differently in the two due to the
fact that sound could be used as an important part of the environmental
layout. One very good example of this is the following sequence. The main
character, a young woman named Alice White (visually played by Anny
Ondra and dubbed live on the set by English actress Joan Barry due to
Ondra’s Czech accent)28 has earlier in the movie stabbed a man with a knifetrying to avoid being raped by him. She is seated by a table to have a meal. A
female neighbor is talking about the stabbing and Alice is mesmerized by a
knife, which is lying on the table.
25 Cf. the discussion on Christian Metz's use of Diegesis in Stam, Burgoyne and Flitterman-Lewis 1992,38.26
BIP stands for British International Pictures.27The silent version runs 75 minutes and the sound version runs 86.28 http://www.eusa.ed.ac.uk/societies/filmsoc/films/blackmail.html accessed 2001-02-27 11.37
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The sound version is construed by three shots over a period of twenty-eight
seconds. The sequence starts with a half shot of the female neighbor. Then
the camera pans to the right and stops at a half-shot from a high angle of
Alice seated at a table. Then there is a cut to a medium close up of her which
is held for approximately thirteen seconds before the camera tilts down to aclose up of a loaf of bread and a bread knife. Alice slowly grabs the knife with
a trembling hand. The sequence ends with an overview of the room. During
the pan, the medium close up and the finishing close up of the bread and the
knife, the neighbor’s voice changes. From being perfectly clear, it turns in to
a mumbling with only one word coming through loud and clear. That word is
“knife“. This word is repeated several times during the sequence. A non-
visible person from outside the frame asks Alice to cut some bread. This
question triggers the tilt down to the close up of the bread. Just as she grabs
the knife the word ” knife” is shouted in a high pitched voice and Alice throwsthe knife away. A metallic sound (coming from the knife) is also heard.
The silent version starts with a similar half shot of the female neighbor.
Then there is a cut to a title saying “And as I was saying and always will say
– knives is not right“ (sic). After the title, there is a cut to Alice in a medium
close up from a high angle. Alice sits in the left corner of the screen with her
right side towards the camera looking down at the table. There is a panning
from Alice to the loaf of bread and the knife in which Alice slowly moves her
hand towards the knife. Her hand throws its shadow over the knife and thebread.29 Then a cut to a very short half shot of Alice facing the camera
looking down at the knife. Another cut to a tight close up of the bread and
the knife with Alice’s hand moving towards the knife. Now comes the big
difference. In the silent version Alice is frightened by a doorbell and not by
the word knife. The doorbell is cut in with a very short visual sequence just
before she throws the knife away. The last shot is an overview of the room
similar to the one in the sound version. The silent version is, as the example
shows, built, up by a montage of seven separate shots, including the title,
over a period of approximately twenty-three seconds.
This means that the visual focus can change when going from silent to sound
as Hitchcock did. A new set of visuals combined with a soundtrack makes
the knife present by other means in the sound version. If Hitchcock had used
the soundtrack to the same visual flow as in the silent version it might have
been redundancy in the total information flow and not merely as effective
29
This is very similar to the “Ship of Death“ sequence in F.W Mürnau's “Nosferatu“ (1922) in whichCount Orlac's shadow is cast at the sail. It even more resembles a sequence near the end of the same moviewere the shadow of Orlac's hands are reaching for the heroines body.
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and affective. With the use of sound, he could visually focus our attention on
Alice’s facial expression instead of the knife. The knife is there anyway by
the voice putting it forth. The rapid repetition of the word “knife“ makes the
visual montage redundant. It shows her emotions and feelings towards the
knife and the present situation. In other, more Gibsonian, words: The layoutof the environment is different in the two versions. Sound affords the
conceptual presence of an object not visible and makes it possible to visually
focus on a character’s reaction to this presence rather than on the visible
presence of the object.
Let us put this into the context of computer games. In a computer game such
as Day of the Tentacle (to be further analyzed in chapter 9), you can choose
whether you like to play the game with spoken language, written language
or with both. You can also choose the loudness of the speech and theloudness of the background music. This is not a unique feature for this game.
It is very common to have these choices. However, how then is the game
organized? Do the game makers change the visual flow or the auditive flow
according to your choice? I have not found one single example of this though
it would be technically possible to do it. Of course, there are economical
problems involved in the process. It is still expensive to produce a computer
game. However, would it not be interesting to have a dynamic game of this
kind? It is not just a stylistic question but also question of how the game
interaction with the player is put into being. How is the story told? Whatpieces of information are delivered in what way? Michel Chion states that
“sound in film is, above all, voco- and verbocentric because human beings in
their habitual behavior are as well.“ (Chion 1990, 6). I will not argue against
this and we will find reason to get back to this specific quote later in the
analysis of Myst in chapter 9. Nevertheless, what about the combination of
written and spoken language? When being stuck in a game like Day of the
Tentacle, Full Throttle (LucasArts 1994), The Secret on Monkey Island
(LucasArts 1990) or the like, it could help to turn the written language on
and not just listen to what is said but read it as well. Written language could
help you solve a problem. This also works the other way around. The way
things are said, i.e. the prosody of language can produce a clue to what is
expected of you as a game player. Yet another aspect of written language is
the graphical form it could give an utterance.
The written language makes the audible visible. Typographical style is
important in all audiovisual media as well as it was in the silent movies.
Computer games often use inter-titles to explain the location of a certain
action. It could also use longer texts to give a background story, e.g. the
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background story for Descent, or to give information of other sorts, e.g. the
computer in Marathon I-III, which communicates via a computer screen.
To take this yet another step let us imagine a computer game made with 3D
animation software. We could keep the story to one room only in order tokeep the amount of objects to model and render down. One room, one story,
and a limited time make our drama/narrative. Also, imagine that we render
the same actions from different positions. We do not allow free locomotion
but keep the control of how the visuals will display the environment. This is
of course a little time consuming but fully possible. Let us also render some
unique scenes for different visual flows in this game. We could now construct
a game in which the choices made concerning sound and written language
could make up completely new sets of visuals. Of course, we could make new
sounds to the different versions as well. All sounds stemming from anyobject in the room could be linked to the object so that if the object moves,
the sound would move too in the three dimensional space.
4.4 The missing Don’t fire button: Johnny’s problem encountered again
Now it is finally time to get back to the confused Johnny. We now have a set
of terms that might help us understand what is happening in the situation
he is in. The game system exposes Johnny to both affordances andconstraints in its interface towards him. It has a Fire button but not a Don’t
fire button. This is an affordance and a constraint. That is, the system as
such affords Johnny one thing, a Fire button and it does not afford him a
Don’t fire button. Consequently, the design of the game system encourages
Johnny to press the Fire button since the opposite of a Fire button does not
exist in the environment. Johnny has also been pressing this afforded button
for quite a while when we meet him in the quote I presented. He is into it, so
to speak. The idea of not pressing the Fire button seems hard for him to
arrive at. The game system does not suggest that this is a possibility by anyother means than the message on the screen: “We wish to talk”. This
however demands a thorough rethinking of the game’s objectives on
Johnny’s part and he is not able to do so more than write “Die alein scum!”.
The absence of a Don’t fire button demands a shift in the schematic
performance structure Johnny is into. He has to shift from one mode of
operating the game to another and he can not at this moment figure out how
to cope with this new situation. To do that Johnny needs to adopt a new
cognitive set (which are discussed in paragraph 5.5 of the present work).
This short analysis shows some basic things about playing computer games
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and the situation of computer game playing. It stresses also that every
computer game system has a number of affordances and constraints in its
interface towards the game player. These are manifest in the layout of the
computer game environment and in the system as a whole. If the system can
not show color for instance, this can be used to make a game environmentbased in the affordances of contrast, size, velocity of moving objects etc. and
stress the available qualities instead. In the specific case analyzed, the
computer system did not have something that the was wanted by some
character within the game environment: a Don’t fire button why Johnny
used what was literally at hand i.e. the Fire Button just because it was there
and he had the control of it.
This reveals that there is not only on the sender side of the media that there
are affordances and constraints. The game player might also feel that thereare such when taking part in the game environment. In the case of the
fictional Johnny he became confused and tried to solve the problem by
reading the manual. When it goes that far, that one needs to read the
manual to the game, it has some severe problems in its communication with
the game player. It is a problem not only to solve the puzzles in the game,
but the game also becomes puzzling in itself.
4.5 Summary
The diegetic world in a movie or in a television serial is not for the audience
to manipulate. The game environment of a computer game is the other way
around. It is there for the audience/the player to manipulate. Yet this is only
so within game specific premises. A game like Phantasmagoria (Sierra
1995), has less manipulable objects in each situation than for instance
Mumin (Bullhead 1995). In every media, there are limitations of what can be
done. A computer game is pre-programmed, as well are movies and
television series. Narration is still controlled in many ways even if the
medium is supposedly interactable. All media has technical limitations(constraints) as well as narratological ones. The narratological constraints
are often caused by the technical limitations of the medium. There are of
course also dramaturgical problems involved in the process. How to use a
new, unexplored media is not an obvious thing. We have to invent ways of
storytelling in the media. Today, computer game makers do not make use of
all the possibilities that the medium contains. As mentioned above the choice
between text and sound or text or sound does not change the visual flow as it
could do. Why not construct a game in which such choices make a difference?
My point is that it is the mind that is the material for audiovisual media and
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audiovisual narration – like Hugo Münsterberg suggested in his work The
Photoplay. This makes it natural to discuss the cognitive competence of a
game player or film perceiver. A game player, as well as a film perceiver
tries to find out what the game or film environment affords the characters
within it. In the case of playing interactable computer games, this is veryimportant. The game player is the manipulator of the environment. The
interaction processes (discussed in chapter 7) are integral parts of developing
the syuzhet (discussed in chapters 5, 8 and 9). The theoretical framework I
suggest in the present work takes the above into account when incorporating
Gibson’s ecological approach to visual perception, as well as the
experientialist cognitive theory of Lakoff and Johnson which is the topic for
the following chapter.
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5 Experientialist cognitive theory and the embodiment of
mind
This chapter will show why and how experientialist cognitive theory is arelevant and fruitful approach to the study of audiovisual computer games.
It is an elaboration of chapter 2 of the present work, in which cognitive
theory was briefly introduced.
I will first briefly introduce the basic outline of the experientialist theory of
cognition as its key advocates George Lakoff and Mark Johnson explain it.
We have already seen their critique on the objectivist tradition within
cognitive theory in chapter 2. I will continue with an overview of some basic
terms within Lakoff and Johnson’s theory and put them in relation to myapproach.
5.1 Outlines
Experientialist cognition is truly a theory about the human being. It is a
theory concerned with the human conceptual system and its foundations. It
is concerned with the MIND-BODY problem and stresses the role of
imagination as an important factor for how humans make meaning out of
the world. Their claim is that the human conceptual system is embodied.
Hence, the dualism between Mind and Body that has dominated western
philosophy and western thinking for more than two thousand years is
questioned. There is no separation between Mind and Body, Lakoff and
Johnson claim.
Experientialism should definitely not be understood in the empiricist sense
as mere sense impressions that give form to a passive tabula rasa. On the
contrary, we must do nothing of the sort:
We take experience as active functioning as part of anatural and social environment. We take commonhuman experience – given our bodies and innatecapacities and our way of functioning as part of areal world – as motivating what is meaningful.”Motivating” does not mean ”determining”. We arenot claiming that experience strictly determineshuman concepts or modes of reasoning; rather thestructure inherent in our experience makesconceptual understanding possible and constrains –
tightly in many cases – the range of possible andrational structures […]. (Lakoff 1987b, 120).
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Lakoff and Johnson propose that the concepts we use in understanding the
world are embodied. This is a radical break with the major part of how
philosophy in the western culture has dealt with the MIND-BODY relation.
This is the core of experientialist theory of cognition. Lakoff and Johnson
have gone from more modest suggestions that concepts do show traces of embodiment ( Metaphors We Live By) to the presentation of an elaborated
theory on this bringing in research from neuroscience in order to support
their claim ( Philosophy in the Flesh):
An embodied concept is a neural structure that isactually part of, or makes use of, the sensorimotorsystem of our brains. Much of conceptual inferenceis, therefore, sensorimotor inference.
If concepts are, as we believe, embodied in thisstrong sense, the philosophical consequences areenormous. The locus of reason (conceptual inference)would be the same as the locus of perception andmotor control, which are bodily functions. (Lakoff,Johnson 1999, 20. Their italics).
Embodied concepts are central to experientialist theory of cognition.
Humans make meaning from/of the world by metaphor and metonymy.
Our ordinary conceptual system, in terms of whichwe both think and act, is fundamentallymetaphorical in nature. (Lakoff, Johnson 1980, 3).
Experientialism posits:
1) Basic level concepts. This is a result of findings in theories on
categorization. Categories are not firm and rigid things in which all category
members share the same features. There are prototypical examples of
category members, for instance. This indicates that there is a basic level of
categorization. This function of the human mind will be discussed later in
this chapter.
2) Image schemas (i.e. schematic structures of: containment and containers,
paths, links, PART–WHOLE schemas, force dynamics etc.). These schemas
have a nonfinitary internal structure. Some of these image schematic
structures will be discussed and elaborated upon later in this chapter. For
now we can note that such image schematic structures play a great role in
structuring our concepts. The container schema for instance has its basis in
our bodily containment. To put it in a very simplified way: the surface of our
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skin is separating us from the rest of the world.30 As Lakoff and Johnson
write:
We are physical beings, bounded by and set off fromthe rest of the world by the surface of our skins, andwe experience the rest of the world as outside us.Each of us is a container with a bounding surfaceand an in-out orientation. (Lakoff, Johnson 1980,29).
We will encounter this quote again in this chapter when elaborating on the
CONTAINER Schema in paragraph 5.4.1.
The central claims for the experientialist theory of cognition are:
– Meaningful conceptual structures arise from twosources:
1) from the structured nature of bodily and socialexperience and
2) from our innate capacity to imaginatively projectfrom certain well structured aspects of bodily andinteractional experience to abstract conceptualstructures.
Rational thought is the application of very generalcognitive processes - focusing, scanning,superimpositioning, figure-ground reversal, schemaetc. - to such structures. (Lakoff 1987b, 121).
According to Lakoff, cognition consists in imaginative projecting rather than
correspondence between an arbitrary symbol and an external object, as the
objectivist theory of cognition posits. Abstract cognitive models are derived
from social and bodily experiences and not by correspondence between
external objects and arbitrary symbols. Thus, human thought is notdisembodied, as the objectivist theory of cognition states, but tightly
connected to the human body. This is the reason I will use this theory for my
study. We have human thoughts because we have human bodies. The relation
between the human body and the external world is the basis, the foundation
for human thought. The symbols used for abstract cognitive models are not
30
There is an obvious link to Gibson's theory on the elements of an environment to be made here. Seechapters 3 and 4 of the present work on Gibson, substance, medium and the surface that separate these twofrom each other.
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arbitrary but a consequence of humans having human bodies, which have a
certain disposition and a way of functioning.
5.2 Basic-level categorization and basic level primacy
Categorization is essential to all neural beings. One of the findings of
cognitive science, is that we categorize the world constantly. Moreover,
cognitive science gives empirical data on how we do this. Many philosophers
and scholars over more than two millennia have employed the term
"category" in varied contexts. The classical understanding of categories poses
that categories exist as natural kinds. That is to say: categories exist
independently of any mind conceiving them and in a reality external to the
human mind. A category in this sense has clear boundaries and is defined by
its common properties. (Lakoff 1987a, 16).
The above is the way the term "category" was used by Aristotle to denote
predicate types such as substances, quantities, relations, and states to
mention just a few. This postulates that a shift of relation is not a shift in
substance, as shift in quantity is not a shift in state since they fall into
different classes. Substance, claimed Aristotle, is the one thing that has an
existence of its own independent of anything else. All other categories have a
relation to substance. (Nordin 1994, 98). As Lakoff and Johnson note, (and
not only they but also other scholars of different fields of research,) theimpact of Aristotle’s philosophy and way of thinking on western culture is
hard to overestimate. (Lakoff, Johnson 1999, 373).
This dissertation is concerned with computer games. To define the concept of
“game” is not an easy task. A game could take on many forms and ways of
being. Cricket, for instance, is an outdoor field game with what is usually
considered very complex rules (the rules even regulate breaks for lunch, tea
and drinks!).31 Go Fish is a card game with very simple rules. But both are
nevertheless considered to be games. Computer games pose yet newproblems when it comes to definitions. After a long struggle Ludwig
Wittgenstein found that games are best described as something that one
might categorize by family resemblance.32 A family consists of a wide set of
properties. Not all members in a family may have all the common properties
of the family but only some of them. This states that some members may be
more central (they will show more common properties than others).
31
Breaks in Cricket are dealt with in law 16 in the Rules and Regulations for Cricket. These are, at thetime of writing, obtainable at http://laban.vr9.com/ie.html32 Wittgenstein 1953, 66-71.
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Eleanor Rosch later developed “the theory of prototypes and basic-level
categories”. Lakoff and Johnson note that this theory was a break with
classical theory in which all members of a category must have all the
common properties. (Lakoff, Johnson 1980, 39-56). Games do share common
properties as family resemblance.
Important for the experientialist theory of cognition, my analyses of
computer games and a backbone of the theory that I propose in the present
work are basic level primacy and basic level categorization. Basic level
primacy is, in Lakoff’s words:
The idea that basic-level categories are functionallyand epistemologically primary with respect to thefollowing factors: gestalt perception, image
formation, motor movement, knowledgeorganization ease of cognitive processing (learning,recognition, memory, etc.) and ease of linguisticexpression. (Lakoff 1987a, 13).
It is, I believe, necessary to go into some detail on this basic level
categorization to reach a deeper understanding of basic level primacy and its
implications for the theory I propose. Lakoff and Johnson constantly return
to this term in their work. It is one of the cornerstones of their theory.
Drawing on the work of Brown, Berlin and Rosch, Lakoff and Johnson pointout four conditions also found in the above quote that distinguish the basic
level from superordinate and subordinate categories. (Lakoff, Johnson 1999,
27-28).33
Condition 1: The basic level is the highest level at which a single mental
image can represent the entire category. Their example is that we are able to
form one mental image of a chair but not of furniture (which is then more
general).
Condition 2: The basic level is the highest level at which category members
have similarly perceived overall shapes. Furniture comes in a number of
shapes: the chair does not. The chair has a basic outline that makes it a
chair rather than something else.
33
Chapter 2 of Lakoff's Women, Fire and Dangerous Things contains an elaborate discussion on prototypetheory from Wittgenstein to Rosch. He provides substantial examples on how the basic levelcategorization has been explored and become manifest within experientialist cognition..
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Condition 3: The basic level is the highest level at which a person uses
similar motor actions for interacting with category members. This is of
course important for the interaction experience of computer games.
Condition 4: It is the highest level at which most of our knowledge isorganized.
That is part of the reason why the games analyzed below ”work” and are
playable. For instance, human beings have the ability to superimpose
different visual perspectives making a whole understandable perceptual
image from these parts. Moreover, we are doing so without any particular
effort just because of this basic-level primacy. However, basic level
categorization is not only a matter of vision. Sound has also basic level
qualities, as we will discuss in chapter 6.
As I mentioned in chapter 2, when commenting on the work of Joseph D.
Anderson, there are connections to be made between Lakoff/Johnson and
Gibson. The experientialist theory of cognition both embraces and
acknowledges some of Gibson’s findings. Indeed, some of them are essential
to their theory, as it meshes with Gibson’s approach in some respects. In
chapter 4, I described how Gibson stresses the importance of the constant
interaction between human beings (or animals at large) with their
environment, i.e. the human being (or animal), is an inseparable part of itsenvironment. There can be no environment whatsoever if there is not an
animal contained within it and which the environment surrounds. The term
"environment" and the term "animal" are interdependent in Gibson’s theory.
This goes well together with the embodiment of mind and the interactional
properties of the world that Lakoff and Johnson’s theory points to and that
the present chapter explores. Gibson’s affordances of the world are close to
the ” world-as-experienced” as suggested by Lakoff and Johnson. (Cf. Lakoff
1987a). However, there is a major difference, Lakoff writes: the Gibsonian
environment is very similar to an objectivist universe in that the subjectiveexperience of the observer is neglected. Lakoff’s argument is that Gibson’s
environment ” is not the kind of world-as-experienced needed to account for
the facts of categorization” . (Lakoff 1987a, 216). There is a problem here,
then, to merge Gibson’s theory with the theory proposed by Lakoff and
Johnson. There is also a problem with how Lakoff quotes Gibson and how he
chooses to understand the essence of what Gibson might have meant.
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To complicate things more, consider the following quote from Gibson:
The doctrine that says that we must distinguishamong the variables of things before we can learn
their meanings is questionable. Affordances areproperties taken with reference to the observer.They are neither physical nor phenomenal. (Gibson1986, 143).
The implied subjectivity in the reference goes well alongside the
experientialist cognitive theory, although Lakoff chooses to disregard this
aspect. The questioning of the need to distinguish among the variables of
things, does not, however, go along with experientialist cognition.
Categorization is essential, as already stated. However, an affordance is, in
my understanding of the term, very close to basic level categorization. AsGibson writes: ” Ludwig Wittgenstein knew that you cannot specify the
necessary and sufficient features of the class of things to which a name is
given.” (Gibson 1986, 134). I find, as does Joseph D. Anderson, that there
really is a close relation between basic level categorization and that what
Gibson calls affordances. The concept of affordances, apply in fact, as
Anderson writes, directly to the process of basic level categorization.
(Anderson 1996, 50-51). The basic level is, as we have seen above, the
highest level at which a single mental image can represent the whole
category. Note that Lakoff and Johnson are concerned with mental images
though and not visual perception in this first condition. However, in the
second condition they write about ” similarly perceived overall shapes” and
hence couples the categorization process to perception. In the third
condition, the motor actions are taken into account in a way that is very
similar to how Gibson describes the affordances for manipulation and how to
use objects.
5.3
Metaphor
Do you get lost within my argument? Do you grasp what I am saying? Am I
talking over your head?
The three questions above all contain metaphors where a sensorimotor
experience (getting lost, grasping something, something passes over your
head) is used to understand a subjective experience. That is to say that there
is mapping of the sensorimotor domain of mind onto the domain of subjective
experience in those questions. The following paragraph goes into some detail
on metaphor and metaphorical concepts. Metaphor is an immensely
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important factor in the structuring of concepts and it is a central term used
in Lakoff and Johnson’s theory. In Metaphors We Live By (1980), Lakoff and
Johnson introduce the metaphorical structuring of concepts and the
observation of such structures in language. Metaphor is, however, not only a
question of language, they claim, but rather something that structure ourlife and our thinking. Language reveals the traces of this metaphorical
structuring of mind. Metaphorical structuring of concepts means that
concepts are (partly) understood in terms of other concepts as in the example
above. We are living our lives within metaphorical structures. We act
metaphors out. In their more recent work, Philosophy in the Flesh (1999),
they go into detail on how the mechanisms of metaphorical structuring of
concepts work and the consequences the embodied metaphorical mind theory
has on western philosophy. The Integrated Theory of Primary Metaphor that
they suggest is a composite of four theories that have taken Lakoff’s andJohnson’s claim about metaphor seriously and that have provided
substantial work on this issue. The theories are Christopher Johnson’s
theory of conflation, Joe Grady’s theory of primary metaphor, Srini
Narayanan’s neural theory of metaphor and Mark Turner and Gilles
Fauconnier’s theory of conceptual blending. (Lakoff, Johnson 1999, 46-47).
Let us now examine the main points in these respective theories.
5.3.1.1 Conflation
Christopher Johnson’s theory of conflation provides an insight in how small
children learn. There are two domains of experience: sensorimotor
experiences and subjective (non-sensorimotor) experiences. The young child
does not differentiate between subjective experiences and sensorimotor
experiences when they occur together. This is called conflation. When an
infant is held there are both the subjective experience of affection and a
correlating sensorimotor experience of warmth, Lakoff and Johnson
exemplifies. Conflation is the formation of cross-domain associations. The
period of conflation is later followed by a period of differentiation. However,the associations between the conflated domains will remain. This shows with
language and utterances such as “a warm smile” and a “close friend”. The
two experiential domains have still their correlation intact. (Ibid. 46). The
sensorimotor domain is the source domain and the non-sensorimotor,
subjective experience is the target domain in this model.
5.3.1.2 Primary metaphor
The second part of the Integrated Theory of Primary Metaphor is JoeGrady’s theory of primary metaphor. The conflation theory proposed by
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Christopher Johnson is the basis for Grady’s work. Metaphorical structuring
of concepts is a two step process. There are primary “atomic” metaphors and
there are complex “molecular” metaphors made up from combinations of the
“atomic” primary metaphors. (Lakoff, Johnson 1999, 45-59). Complex
metaphors are the result of blending primary metaphors.
In the process, long term connections are learnedthat coactivate a number of primary metaphoricalmappings. Each such coactive structure of primarymetaphors constitute a complex metaphoricalmapping. (Ibid. 49).
Primary metaphors are acquired at large and automatically when
functioning within the world.
5.3.1.3 Neural metaphor
The third part is Srini Narayanan’s Neural theory of metaphor. According to
this theory, permanent neural connections are being established across
domains during conflation i.e. metaphor interpretation is grounded in
embodied primitives. In other words, this is a realization of the associations
made during conflation. If a sequence of neural activation, A, has a result in
further neural activation, B and B is connected to a neuronal cluster in the
network that characterizes another conceptual domain, C, then A, throughthe activation of B can also activate cluster C. This gives in Narayanan’s
theory a relation between A and C that is metaphorical since A and C are in
different domains. (Lakoff, Johnson 1999, 47). That is; metaphor is the
neural connection between the source domain and the target domain. (See
also Lakoff, Johnson 1999, 289 and the discussion of The Self).
5.3.1.4 Conceptual blending
The fourth and last part is Fauconnier and Turner’s theory of conceptual
blending that poses that distinct conceptual domains can be coactivated and
connections across the domains can be formed. The resulting conceptual
blend might be either conventional or wholly original. (Lakoff, Johnson 1999,
47).
The result of merging these four theories, Lakoff and Johnson claims, is that
we get an elaborate understanding of the embodiment of metaphor. Primary
metaphors are unconscious, i.e. they reside within the cognitive unconscious
and we are not consciously aware of them. They are established as neural
structures through ordinary functioning in the world. Since many activities
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and experiences of the human being within the world are (more or less)
universal, a vast amount of the primary conceptual metaphors are as well.
However, it must be stressed that we are talking about a neural learning
process. Metaphorical concepts are not innate to humans. Rather we have an
innate capacity to mentally project from such metaphors. Primarymetaphors are immediate conceptual mapping via neural connection and not
a result of a conscious process of multistage interpretation. (Lakoff, Johnson
1999, 57).
Culture, folk theories, widespread well accepted assumptions and primary
(atomic) metaphors are the foundation for complex (molecular) metaphors.
(Lakoff, Johnson 1999, 60).
In sum: Metaphors are embodied. They have their foundation in the socialand bodily experience of living in the world with a human body as shown in
the foregoing paragraph. To present it in the words of Lakoff and Johnson:
“Metaphor allows for conventional mental imagery from the sensorimotor
domains to be used for domains of subjective experience.” (Lakoff, Johnson
1999, 45). This means metaphor engages two domains of the mind: a source
domain in the sensorimotor activity and a target domain within subjective
experience. The subjective experience is understood and made meaningful
through the mapping of the sensorimotor experience upon the subjective
(non-sensorimotor experience). Being lost in the woods is a kind of sensorimotor experience. That is, you fail to literally find your way to a
specific location. That kind of sensorimotor experience, walking around in
the woods without finding one’s way, is a source domain for the target
domain of the subjective experience of being lost in a metaphorical sense
such as being lost within an argument. We can take it a step further.
Exploring a game environment, Myst for instance, to forego the more
elaborate analysis in paragraph 9.10, is a sensorimotor experience as well as
a subjective experience. We are controlling the field of view when we decide
where to look and where to move. The understanding of the gameenvironment relates to how we may move around within it i.e. a
sensorimotor activity. Feeling lost in Myst is not only feeling lost within the
environment. It is also a question feeling lost in solving the game. In Myst
there are objects that afford manipulation, and even the field of view is a
subject for manipulation. A basic question such explorative games ask the
game player is ” What are you going to do?” . Such a question is as we will see
when discussing the ACTION–LOCATION metaphor also a question of
where one is going to do something.
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The metaphorical structuring of mind also allows a sensorimotor action,
pressing a button on the joystick or computer keyboard means something
rather different than just pressing a button. In the case of Johnny and the
alien space fleet Johnny could not find the Don’t Fire button simply because
there was not any. There was however a Fire button and he did manipulatethis just because it was there, at hand, and afforded shooting the alien ship
to pieces. In this case pressing a button did mean Fire and not anything else.
Other button presses, for instance left and right arrow keys might mean
turn around in this or that direction, pressing ” W” might mean ” Walk” etc.
5.3.2 Orientational Metaphors/UP-DOWN
Orientational metaphors are the mapping of spatial experience, i.e. the
experience of moving around in the environment, onto more abstractconcepts such as MORE and LESS, HAPPY and SAD. More is UP. Less is
DOWN. Happy is UP. Sad is DOWN. The orientational metaphorical
structures organizes whole systems of concepts with respect to one another.
(Lakoff, Johnson 1980, 14). The basis for the orientational metaphors is our
bodily constitution. The ground for HAPPY is UP is not an arbitrary one as
are not other orientational metaphors. HAPPY is UP and SAD is DOWN are
maybe rather obvious. A person feeling good is probably more upright than a
sad person. This might seem banal. However, the consequences of this
structuring are not banal. We are able to elaborate from these structuresand get to GOOD is UP, BAD is DOWN, ENERGY is UP, LOSS OF
ENERGY is DOWN. Such structures are manifest within spoken natural
language, written language and audiovisual narrative. All these are
common, more or less universal concepts. Let me provide just a few
illuminating examples here. First, think about how characters are placed
within the visual container in a movie, for instance. Strong characters are
often placed in the upper part of the frame. To make a character seem big a
low angle of the camera is often used. This means that the character is
powerful. It connects to ENERGY is UP. UP might also be used to show thata person is GOOD. In Disney’s version of Cinderella (Geronimi, Jackson and
Luske 1950), she does not live down by the stove as she does in the folktale.
Instead, Cinderella lives high in a tower since she is a GOOD character that
we are supposed to feel sympathy and empathy for. The same goes for the
girl Carrie in the movie by the same name (de Palma 1976). She does not live
in the basement. Her room is on the second floor. She is basically GOOD but
circumstances make her take a gruesome revenge. The following paragraph
sets out to explore this ” a little deeper” .
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5.3.2.1 The ME-FIRST Orientation
Since people typically function in an uprightposition, see and move frontward, spend most of their time performing actions, and view themselves
as being basically good, we have a basis in ourexperience for viewing ourselves as more UP thanDOWN, more FRONT than BACK, more ACTIVEthan PASSIVE, more GOOD than BAD. (Lakoff,Johnson 1980, 132).
This quote from Lakoff and Johnson focuses on the ME-FIRST orientation as
observed by William Cooper and John Robert Ross. The word whose meaning
is NEAREST the prototypical person comes FIRST. A consequence of this is
that certain orders of words (and metaphorically based concepts) are
conceived as being more normal than others. For example, up and down is
more normal than down and up. (We will find reason to get back to this
quote during the analyses later! See especially the analysis of Pac-Man).
Let us study another example on this UP-DOWN, FRONT–BACK
disposition focusing on our bodily experience. This is from the pen of Danish
musician, music scholar, Peter Bastian:
If we would lift a stone 2 meters we will have to use
force. We shall lift it, i.e. do something actively. Toget the stone down again we will just have to let goof it, the rest will gravity take care of and here ourengagement is passive.
Precisely the same is the case when it comes tomusic. We internally conceive of rising intervals asmovement upwards. If we sing one octave upwardswe have to strain and put more pressure on our vocal cords so physiologically speaking high tones
demands more effort than low ones. In addition,even if we just mentally imagine a rising octave, itfeels like that we have to “lift it upwards” It takeseffort to achieve this. Inversely: when the interval isgoing down, we move towards a state of rest.
We immediately associate rising melodic movementwith activity and falling with passivity and weexperience a parallel to gravity in our inner room of timbre. (Bastian 1987, 56. My translation).
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Let us compare this to the quote from Lakoff and Johnson above. It is a
direct physical bodily experience we have here: the body at work and the
body at rest. This in turn means that we can connect the spatial concepts
“high” and “low” to this activity of bodily effort. We understand a ”high” note
as ”high” because of the fact that to sing a ”high” note we need to put in moreenergy to our vocal cords than to produce a ”low” note. The abstract cognitive
model ”high” is related to the body at work and the body at rest as Bastian’s
example shows. Concerning music there is also a homology between the
abstract cognitive models of high and low and the way we make notations as
images when we write music on paper as sheet music. In our western
notation system, we find the high notes on the upper part of the music-sheet.
What we have is a direct coupling between bodily experience/activity and a
cognitive model, in this case the model of high and low. I admit that there
are other ways of making notation of music such as tabulators and such butthey also are mapped in the human experience of producing sound though in
this case the sound producing is an instrumental activity involving more
than just the human body. In ancient Greece one used a system that was the
inverse of our modern western system i.e. what we call high pitched notes
were found at the bottom and vice versa. This is due to that the Greeks
mapped the notation system not on the human effort of producing a sound
with the human voice but on the handling of the instrument, that generates
the tone. Hence, they used the length of a string and the placement of the
hand and fingers to produce the tone as the contextualizing element of their
notation system. Then it makes perfect sense to have the high notes at the
bottom part and the low ones at the top since a long string produces a tone
that correspond with the notation system. The homology then is not in the
bodily experience of singing but in the bodily interactional process of
instrumental manipulation.
5.3.3 ACTION–LOCATION metaphor
Certain actions can only be performed within particular locations. The ACTION–LOCATION metaphor is a primary metaphor (i.e. an unconscious
metaphor). (See Lakoff, Johnson 1999, 45-59 and the present work,
paragraph 5.3.3). The ACTION–LOCATION metaphor is based on the
connection between Being at a Location and performing certain Actions at
this specific Location. For instance consider the sentence: I start the car. You
may only start a car when you are in the car. That is; the action of starting
the car is conditional and may only be performed when being in the car. This
provides that starting the car means not only what action is performed but
also where this action is performed. Starting the car means being in the car.
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The action and the location for it are intimately connected in accordance
with the integrated theory of primary metaphor. “An Action Is Being In A
Location”. (Lakoff, Johnson 1999, 204). For the study of audio visual media
and especially the study of computer games this primary metaphorical
concept is highly interesting. As I write in paragraphs 5.4.4.2, 5.4.4.3 and 7.5on Euclidean geometry, we do think in spatial terms. The
ACTION–LOCATION metaphor is an example of this. When there is a
purpose with the action performed, such as in a computer game, the Location
is understood as Destination. To be able to perform certain actions in
computer games one has to move the Game Ego to specific locations within
the game environment. As we will see, the LINK schema and its spatial
relations SOURCE–PATH–GOAL/destinations is a more complex structure
with common features. The ACTION–LOCATION metaphor of course has a
close relation to the Gibsonian Point of Observation and further also to visually controlled locomotion. The concept of location is important to
Gibson. A location is a place at which to be within an environment. It is a
specific point and not a geometrical abstraction as noted earlier. A game like
Day of the Tentacle, that uses both spoken and written language, body
language of characters (e.g. facial expression, gestures etc.) and visual
objects that are possible to manipulate, construct a complex game
environment to handle for the game player. As my analysis of this particular
game shows the ACTION–LOCATION metaphor is of significance and
strongly relied upon through out the game. (See paragraph 9.9) The speech-
acts of the characters contain information that will lead the game player to
perform certain actions with specific objects meant and predisposed for game
player manipulation.
5.4 Image Schemas
According to Lakoff and Johnson, our experience is preconceptually
structured through what they call Image Schemas. Mark Johnson explains
the reason for using this terminology: image schema primarily function asabstract structures of images. Furthermore:
They are gestalt structures, consisting of partsstanding in relations and organized into unifiedwholes, by means of which our experience manifestsdiscernible order. When we seek to comprehend thisorder and to reason about it, such bodily basedschemata play a central role. (Johnson 1990, xix).
A schema is a recurrent pattern, shape, andregularity in, or of, these ongoing ordering activities.
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These patterns emerge as meaningful structures forus chiefly at the level of our bodily movementsthrough space, our manipulation of objects, and ourperceptual interactions. (Johnson 1990, 29.Johnson’s italics).
In sum, image schemata operate at a level of mentalorganization that falls between abstractpropositional structures, on the one side, andparticular concrete images, on the other. (Johnson1990, 29).
Cognition and conceptualizing are based on image schematic pre-conceptual
structures that organize perceptions into meaningful concepts to the mind.
That is to say, image schemas precede the abstract concepts of mind. They
have a structuring function that brings concepts into being. However, image
schemas are not to be understood as rich mental images but rather as:
[…] structures that organize our mentalrepresentations at a level more general and abstractthan that at which we form particular mentalimages. (Johnson 1990, 23-24).
It is, however, all too easy, because of the use of the word image, to believe
that image schemas have only to do with the visual sense. This is clearly notthe case. As Johnson points out:
It would seem that image schemata transcend anyspecific sense modality, though they involveoperations that are analogous to spatialmanipulation, orientation, and movement. (Johnson1990, 25. My emphasis).
The use of image is a bit distracting and lets us think in terms of visual
qualities. Johnson credits Immanuel Kant with realizing that schemata cannot be identical with an image “since the image or mental picture will
always be of some particular thing, which may not share all the same
features with another thing of the same kind”. (Ibid. 24). Before going into
detail on how such schemas organize our concepts and providing examples of
image schemas, it is important to note that ” schemata” and/or ” schema” in
the sense Lakoff and Johnson use the terms differs in significant respects to
the standard meaning those terms denote within today’s cognitive science.
” Schemata” within cognitive science” , writes Johnson, ” is mainly thought of
as general knowledge structures such as conceptual networks, scripted
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activities, narrative structures and theoretical frameworks” . (Johnson 1990,
19). Such structures are propositional to their nature.
However, in Lakoff and Johnson’s work, the use of the term schemata is
much closer to the way Immanuel Kant used the term. As mentioned, Kanthad an understanding of schemata as non-propositional structures of
imagination that connects concepts with percepts and as procedures for
constructing images. (Ibid. 19 and 21). Johnson makes clear that Kant’s use
of the term schemata is more constrained than his own because of Kant’s, as
Johnson puts it, “peculiar view of concepts”. (Ibid. 21). Concepts for Kant are
opposed to intuitions as representational types. Receptivity is the source for
intuitions, whereas concepts have their source in the understanding i.e. in
spontaneity, as rules for synthesis. (Kant. A Critique of Pure Reason1st ed. 19
and 2nd
ed. 33). Johnson and Lakoff have, as we have seen above, anotherunderstanding of what a concept is. A concept for them is a neural structure,
which is metaphorical in its nature. Hence, concepts are embodied and
conceptual inference is bodily inference. To put it in their own words:
[metaphors] are a consequence of the nature of ourbrains, our bodies, and the world we inhabit.(Lakoff, Johnson 1999, 59).
Primary metaphors, from a neural perspective, are
neural connections learned by coactivation. (Ibid.57).
This means that image schemata for Lakoff and Johnson is ” a recurrent
pattern, shape, and regularity in, or of, these ongoing ordering activities” .
(Johnson 1990, 29). Moreover and most important in the context of the
present work and the framework I am suggesting, Johnson claims that
image schemata have a kinesthetic character since they are not tied to any
one specific perceptual modality. Referring to a study by Brooks (1968),
Johnson notes that visual images can derive from tactile experience(Johnson 1990, 25). Image schemas are non-propositional and transcend any
specific sense modality.
To make a connection to film theory we may consider that Edward Branigan
refers to schematic processes when processing a narrative as a narrative
schema:
The notion of a schema is basic to much of cognitivepsychology. A schema is an arrangement of
knowledge already possessed by a perceiver that isused to predict and classify new sensory data. The
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assumption underlying this concept is simply thatpeople’s knowledge is organized. (Branigan 1992,13).
This understanding of schemata is closer to the more general definition of
the term, it seems. It also has a striking resemblance to what is known ascognitive and perceptual sets as we will see later in paragraph 5.5. While
discussing cognitive schemas and other ways of associating data, Branigan
comments on the human memory and the way we make use of different
kinds of associating tools for the manipulation of perceived data. He notes
that transient memory registers sensory information and that short-term
memory sorts and classifies recent information. The latter is limited to
manipulate about five to nine ” chunks” of data at the time. A chunk is
anything stored in memory as a unitary whole (Loftus, Loftus1983, 79). The
fewer the chunks you have to access to accomplish a task the more efficiently
the task can be done (Ibid. 79). Loftus and Loftus exemplify this (as do
others) with a chess experiment (one of the classics!). Random board
configurations and board configurations derived from actual games where
shown to both novices and chess experts. Neither chess experts nor the
novices could reproduce the random configurations. The experts, however,
could reproduce the configurations from actual games. The experts could
perceive the somewhat twenty pieces as a smaller chunk in a configuration
but novice saw twenty pieces. (Ibid. 79. See also Grodal 1994, 62-63 where heexemplifies this with the grouping of dots). The PART–WHOLE and
Configuration structure of image schemas are in play here.
Below follows a brief overview of some of the image schemas that I find
important for an understanding of experientialist cognitive theory as well as
relevant for the present work. Many of these schemas relates to space and
the human conception of spatial relations. It seems like the most salient
schemas really are schemas of spatial relations. There is nothing strange
about this. The human body and its relation to its placement within theenvironment (or world to have it Lakoff and Johnson’s terminology) is a
basic and necessary prerequisite for the survival of the organism.
5.4.1 The CONTAINER Schema
The first schema of interest for the present work and a schema that really do
belong to the first we develop is constituted by the CONTAINER schema.
This schema is a structure for how we understand the world as relations
between our body as a container and objects outside this container. These
objects can also be thought of as containers. (Lakoff 1987,141). That is: the
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body is a container that could be inside or outside other containers. Consider
this quote from Lakoff and Johnson once again:
We are physical beings, bounded by and set off fromthe rest of the world by the surface of our skins, andwe experience the rest of the world as outside us.Each of us is a container with a bounding surfaceand an in-out orientation. (Lakoff, Johnson 1980,29).
The structural elements of this schema are INTERIOR, BOUNDARY, and
EXTERIOR.
When studying computer games we could have a CONTAINER Schema of
the following properties:
Bodily experience: The game player has a character to control. The game
player is outside (exterior) the computer controlling actions inside (interior)
the computer. The game player’s movements extend into (interior) the
computer via the control device (the boundary). These outside actions then
loops back to the outside via the screen (boundary). The game player could
also be thought of as being inside the game environment since he or she is
able to control and manipulate characters or objects within this world. The
game player is inside represented by a Game Ego i.e. an agent within thegame.
Johnson also exemplifies this container schematic structure:
Our encounter with containment and boundednessis one of the most pervasive features of our bodilyexperience. We are intimately aware of our bodies asthree-dimensional containers into which we putcertain things (food, water, air) and out of which
other things emerge (food and water wastes, air,blood, etc.) From the beginning, we experienceconstant physical containment in our surroundings(those things that envelop us). We move out and inof rooms, clothes, vehicles, and numerous kinds of bounden places. We manipulate objects, placingthem in containers (cups, boxes, cans, bags, etc.) Ineach of these cases there are repeatable spatial andtemporal organizations. In other words, there aretypical schemata for physical containment. (Johnson
1990, 21).
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It is interesting to note how Johnson’s conception of containment and
awareness of the body and the body as a contained container differs in part
from that of social behaviorist George Herbert Mead. Mead put forth that
the self and body where distinguishable.
The self has a characteristic that it is an object toitself, and that characteristic distinguishes it fromother objects and from the body. The body can bethere and can operate in a very intelligent fashionwithout there being a self involved in theexperience. The self has the characteristic that it isan object to itself, and that characteristicdistinguishes it from other objects and from thebody. It is perfectly true that the eye can see the
foot, but it does not see the body as a whole. Wecannot see our backs; we can feel certain portions of them, if we are agile, but we cannot get anexperience of our whole body. (Mead 1934, 136).34
Like Mead, Lakoff and Johnson are concerned with how we conceive of a
Self. The fact that we, as human beings, commonly and more or less
universally seem to conceive of a person as being split in two, a self and a
body in Mead’s terminology or as we shall soon see, a Subject and a Self in
the terminology of Lakoff and Johnson, is intriguing. At first, it seem to
contradict what experientialist cognitive theory has found out about how the
mind works. The conception of the embodied mind does not fit with the idea
of a person being bifurcated/split into two entities. However, Lakoff and
Johnson find that the metaphorical system for conceptualizing the self does
fit their theory although the metaphors within the system are to some extent
contradictory.
The Self is understood as a container for the Subject. (Lakoff 1996, 103 and
Lakoff, Johnson 1999, 275). Moreover, we have a very clear connection to
Gibson here as well. He also stresses the bodily containment. As Gibson
notes, and that we have already touched upon in chapter 3, and the
discussion on the metaphorical point of view, parts of our bodily container
extend into our field of view making us aware of our bodily container. We
34 I want to make a speculative remark here on the transcript of Mead. Since Mead did not write the abovepassage himself and the quote being a transcript of a lecture it could be that he did not express himself theway the transcript lets us believe. Mead might have meant “It is perfectly true that the I can see the foot,but it does not see the body as a whole.” I and ey e are pronounced the same way and is separated bycontext in most cases. However, in this particular case it could make sense to understand the transcribed
“eye” as “I” instead. The “I” and the self could be understood as equal. This is just a speculation of courseand it is by no means meant to be held for being true to what Mead meant. In other texts actually writtenby Mead himself, this is not suggested. The idea is compelling though, I believe.
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have a visual anchoring so to speak of our body within the environment. The
field of view is in itself also a container for vision i.e. a visual container.
5.4.2 The LINK Schema
Also the LINK Schema (Lakoff 1987b, 143) is of importance in
understanding computer games. The structural elements of a LINK Schema
are two elements, A and B and a LINK that connects them. Social relations
and interpersonal relationships are as Lakoff says, often understood as
links. Making connections and breaking social ties, are examples of this
(Ibid. 143).
In a computer game, we can have some object or objects that we are in
control of as game players. There is a LINK between game player and the
controllable object. This means that there is a ” social” link to this object.
Often this link is so strong that the object in control ceases to be understood
as an external objects but rather is understood as an integral part of the
player. This is what I call the tactile motor/kinesthetic link that makes up
the basis for my model of a Game Ego. This is elaborated in chapter 8.
5.4.3 The PART–WHOLE Schema
The PART–WHOLE Schema (Lakoff 1987b, 143) has its foundation in the
experience of the human body as a WHOLE with PARTS in aCONFIGURATION. We conceive also other objects as PART–WHOLE
CONFIGURATIONS. The basic level perception (discussed above in
paragraph 5.2) distinguishes the PART–WHOLE structure needed for
functioning in every day physical environment. As Lakoff writes:
[…]the overall perceived PART–WHOLE structureof an object correlates with our motor interactionwith that object and with the functions of the parts(and our knowledge of those functions). (Lakoff 1987a, 50).
The PART–WHOLE Schema is structured as A WHOLE with PARTS in a
CONFIGURATION. This Schema is asymmetric and irreflexive. The
CONFIGURATION is what makes up THE WHOLE. As an example, Lakoff
gives the caste structure of India as being the CONFIGURATION of the
society. If then the PARTS i.e. the castes did not exist, there would be no
society since THE WHOLE can not exist without its PARTS.
The PART–WHOLE Schema has an interesting connection to movement.Think about a steering wheel of a car. You may place your hands on top of
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the steering wheel and turn left by moving the wheel left. However, if you
place your hands at the bottom of the wheel and want to turn left you need
to move the hands to the right. Actually you move your hands down and left
or up and right in this example. There is a natural mapping of the movement
of your hands, the direction of the car and a PART–WHOLE structure thatpresupposes the complete movement. You move your hand a part of the full
circle. You know how to act just a part of the whole movement.
When playing computer games, we are integral parts of a computer game
system. Without our active participation there would be no game process.
Furthermore, computer game environments are also PART–WHOLE
structures consisting of adjacent surfaces of objects. Some objects might be
manipulable, that is they afford manipulation and some may not. The point I
want to make is that many computer games have as their objective to changethe CONFIGURATION of a PART–WHOLE structure. Such changes are
changes of the environmental layout, of course, to put it in Gibson’s
terminology. This is obvious for games like Tetris (Pazhitnov 1985) where
the objective is to manipulate objects in the environment so as to hinder
them from reaching the top of the game board, so to speak. The configuration
is meant to be fluid and to avoid a static state. Other games also have this
structure. Pac-Man, for instance affords the eating of Ghosts. When all
ghosts are eaten the level is finished and a new level begins. The
configuration has changed and the game must go to the next level. Alternatively, Pac-Man, our Game Ego dies, and the game ends. This is also
a change of the configuration that marks an end point.
5.4.4 The SOURCE–PATH–GOAL Schema
The SOURCE–PATH–GOAL Schema is related to the body in motion and
structures the concepts of movement. (Lakoff 1987b, 144). We have a
starting point, i.e. a SOURCE, a DESTINATION, that is the spatial end
point, and a DIRECTION between the SOURCE and the DESTINATION.There is a PATH connecting the SOURCE with the DESTINATION. The
PATH covers intermediate points on the way. Note that Lakoff chooses to
use two terms for the end point of the SOURCE–PATH–GOAL Schema. The
reason for this is that GOAL is not specifically referring to a concrete spatial
location while DESTINATION is. In a computer game there can be many
SOURCE-PATH-DESTINATION sequences. This is obvious in platform
games where the GOAL is to reach a DESTINATION of a spatial kind for
completing the level. In such a structure GOAL and DESTINATION has a
very close relation to each other. In the study of narration and narrativessuch structures are flourishing, both in the language used for the study and
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in the material analyzed. Michail Bachtin, for instance, has elaborated on
the time-space relation of novel and drama in his work on the Chronotope
(Bachtin 1991). His analyses of the ancient Greek novel shows that there are
vast areas of space covered and that this is needed for the syuzhet to
organize the fabula. The GOAL of a character in this kind of storytelling, theancient Greek novel, is often achieved by getting some place, that is, by
getting to a DESTINATION.
My analyses in chapter 9 show this in detail. See for instance the analysis of
Pac-Man (9.4), Day of the Tentacle (9.9), and Myst (9.10).
Interesting to note is that any arcade game of the 1970s had a complete
overview of the game environment, that is, a game board that did not change
between levels or while being on a certain level. Examples of this are Pac-Man, Space Invaders and Robotron 2084 (Williams 1980). The frame of the
game environment stayed the same. The objective in such games, is to empty
the game environment of opponents, enemies. The next level will have the
same game environment but the opponents, (the enemies) will have new
motion patterns and speed, as in Pac-Man, as well as being more of them, as
in Robotron 2084.35 This is a change of the CONFIGURATION as discussed
in the foregoing paragraph.
To have a full view of the environment or to have only a selected view aretwo very different things that in itself have certain affordances and
constraints. A full access to what is in the environment will generate other
strategies of game play than a limited access. As Gibson notes, the
environment is seldom open but often cluttered with obstacles that limit
vision. These objects in turn have affordances for god and bad. (Cf. Gibson
1986, 36).
Another aspect of this is that arcade games are coin operated, pay to play,
games and it is part of their design that they lack a narrative end point.
Entrepreneurs engaging in this business want to maximize their profits and
the life span of the game. Therefore, these games are not classical
narratives. They are made to make money. Their overall function is to make
the game player feel that he or she has a possibility to play the game
perfectly even if he or she did not succeed to do this in the last round.
However, another try at it will maybe be the perfect game. To achieve this
the game must not be a narrative in the classical sense with a clear end
point. There must always be the possibility to perform better, to get a higher
35 The first scrolling game and game world is to my knowledge Defender (Williams 1980)
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score or reach yet another level which is harder to master. (Loftus and
Loftus comments on how games of the late 1970s and early 1980s were
designed to make game players spend more and more money. Loftus, Loftus
1983, 14). Conversely, however for the same reason of maximizing profits but
shorten the life span of a game, adventure games for home PCs do have anend of the narrative often with some possibilities for a sequel. When played
to an end there is little point in playing the game repeatedly if there is no
score kept and there are none or few possibilities to perform better and
better. Games for the home market must have a relatively short life span so
the companies can sell new games. Consequently, they often take on a more
narrative structure with a bigger world to explore. Of course, there are
hardware and software reasons for why the 1970s arcade games had small
worlds as well as the maximizing profit paradigm. Those games where built
on platforms that were hard up on memory for storing the world. Processorspeed was not that high so low resolution and vector graphics were used.
5.4.4.1 The relation between fabula, syuzhet and style in computer games.
The main purpose of this paragraph is to study how the terms of fabula,
syuzhet and style can be used when analyzing computer games and how an
experientialist cognitive approach will provide a wider understanding of
these terms than is common within film theory. (In studies on computer
games available at the time of writing (February 2001) I have not found anystudies of this. John Alexander for instance does not cover this issue in his
Screen Play – Audiovisual Narrative and Viewer Interaction, 1999).
The most compelling definition of fabula, syuzhet and style for film theory,
in recent years, stems from David Bordwell’s book Narration in the Fiction
Film. Bordwell draws on the Russian Formalists (e.g. Jacobson, Shlovsky,
Eikenbaum, Tynianov) when he, Bordwell, defines these terms as follows:
[…]the fabula embodies the action as chronologicalcause-and-effect chain of events occurring within agiven duration and a spatial field. […] Putting thefabula together requires us to construct the story of the ongoing inquiry while at the same time framingand testing hypotheses of about past events.36
(Bordwell 1997, 49).
The syuzhet (usually translated as “plot”) is theactual arrangement and presentation of the fabula
36 The NOW-PAST-FUTURE relations within the construction of the Fabula are interesting and are alsodiscussed in later in this chapter.
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in the film. […] The syuzhet is a system because itarranges components–the story events and states of affairs–according to specific principles. (Ibid. 50).
Style also constitutes a system in that it too
mobilizes components–particular instantiations of film techniques–according to principles of organization. There are other uses of the term“style” (e.g. to designate recurrent features of structure or texture in a body of films, such as“neorealist style”), but in this context “style” simplynames the film’s systematic use of devices. Style isthus wholly ingredient to the medium. (Ibid. 50).
In short, this is the essence of Bordwell’s definition of the three terms:
Fabula is the story content.
Syuzhet is the organization of the story content.
Style is the utilization of specific techniques available.
Let us now put the two first in relation to experientialist theory of cognition.
Fabula is a container containing the chronological events that are the basis
for the narrative. The fabula container may be filled with a complex causalchain taking place in large or small spaces, locations, and over longer or
shorter duration of time.
The syuzhet is the structuring schema of those events. Syuzhet uses the
spatial metaphorical concepts of mind in its realization as a narrative. The
ACTION–LOCATION metaphor for instance, is a salient major feature in
what is categorized as the ” action genre” .
Let us now go even a step further and put fabula, syuzhet and style into thecontext of analyzing computer games in the framework of experientialist
cognitive theory.
There is some kind of fabula in most computer games. That is, there is some
kind of story in a broad sense that is undertaken and told (constructed by
the game player) when the game is played; a chain of cause-and-effect
events. However, there is one thing that might/will differ from Bordwell’s
definition and that is “occurring within a given duration” (see quote above).
Bordwell defines duration and describes three variables (Ibid. 80).
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Fabula duration. This is the time a viewer (Bordwell uses the term viewer to
designate the human being taking part in a movie) assumes that the story
action takes.
Syuzhet duration. The dramatized stretches of time that build up the movie.
Screen duration. The time it takes for the film to be screened.
However, one can also define duration, as the time it takes for something to
occur which is not quite the same. We are then talking about the duration of
an event that gives us an amount of time. A clarification might be in order
here. In a film the duration of any event is fixed (more or less) because of the
media’s hardware constitution (one frame follows the other frame on some
reels of film and the frame rate is approximately 24 frames per second). The
duration is in this case defined from the medium per se and has its base in
the medium set up. It is a definition of the medium duration and not the
duration of the content of the media. Bordwell call this screen duration. I
will call this “medium duration”. This broadens the concept to cover more
than the film medium, and when thinking about computers one will also use
a screen. However, the screen in the computer situation has another relation
to the media than the silver screen of the cinema. Computer games are more
flexible than cinema (in terms of how the narrative flow is possible to
constantly rearrange) and are able to use a definition of duration as beingthe time an event takes no matter how long this time is. The latter is a
definition based on an event that takes any amount of time. I will call this
“event duration”. Event duration does to some extent incorporate fabula and
syuzhet duration, and even merges those terms with one another, since
event duration designates the actions that are the basis for the fabula and
the syuzhet. Without action of some kind there is no fabula and hence
nothing to organize as syuzhet. Bordwell also uses the term equivalence,
which is when two durations in Bordwell’s theory are equal. I will think of
equivalence as being a possibility to merge medium duration and eventduration.
What we have here is very similar to the problems that arise when Bordwell
defines point of view (as described above in chapter 3, 33). One needs to
discern the technical concept relating to the medium from the experiential
concept for which the medium provides the raw data.
Computer games may also utilize a time driven approach in which certain
tasks must be performed in a certain time. It is not a medium duration (the
medium is not fixed with respect to time in the sense that severely will affect
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the presentation of the fabula37) but a question of syuzhet and style more
than fabula since it comes down to how the actions in a fabula are presented.
5.4.4.2 Narrative and linearity.
One way to model a narrative is as an Euclidean space of lines and points.
Euclidean geometry as such is problematic. The language used by Euclid is
opaque and not all terms are defined properly. What follows is a comparison
of some basic elements of Euclidean geometry and some of the image
schemas of the experientialist theory of cognition.
This first postulate of Eucild says that given any two points such as A and B,
there is a line AB which has them as endpoints. Euclid defines a a straight
line as a line which lies evenly with the points on itself. When thinking
about narratives as analyzable “objects” I tend to think of them as a timeline
with the fabula placed on this line through an organizing syuzhet. The
syuzhet is the organization of the fabula over time. However, this is when we
consider a narrative as something that has already occurred and than we are
to analyze. It is a post factum way of thinking about a narrative and not an
experiential one.
A narrative may have to use large spaces for the action to take place as
Bahktin has remarked in his work on the chronotope. The Greek adventure
novel for instance had to take place in huge areas states Bahktin. A
narrative is imaginative, i.e. “vorstellungsbar” as lines and points in space.
There is a starting point, an end and intertwined points of action that have
bearing on the fabula. This mapping of narrative may be transduced to how
we think. If, let us say, we are trying to get to know something specific, we
have a starting point: a point of departure. From this point, we try to find a
specific piece of information that will be the end of the line of search. Along
the way to the goal, we might stumble upon more or less relevant
information that may focus or distract us from our present purpose. (In fact
this text is in itself a kind of distraction of my own thought. I did not set out
to write this text: but I was struck by it and had to write it down which I am
doing right now as I sit here). (This mapping of space on information search
can be found also in Vannevar Bush’s text As We May Think).
The line from departure to the goal is seldom (never?) the pure Euclidean
straight line in a “good” narrative. If it were, the narrative would be
extremely boring. The Syuzhet would be straightforward. (Note that
37 Media duration might in some cases affect computer games. The working speed of the computer and OSmight affect the duration of events. Event duration might be fast or slow due to these factors.
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straightforward is a concept, which clearly shows the adoption of Euclidean
space conception!).
Narrative is concerned with space and time, to put it in a classical physical
description, and with events and locations to put it a more Gibsonianfashion. Narratives do have Source–Path–Goal structures. Lakoff and
Johnson comment on the linearity and spatial understanding of language
(Lakoff, Johnson 1980, 126).
Since speaking is correlated with time and time ismetaphorically conceptualized in terms of space, it isnatural for us to conceptualize language in terms of space. (Lakoff, Johnson 1980,126).
The Fabula consists of the total sum of the actions that make up the causalevents that are the basis for narration. The syuzhet is the way we are to take
through those events. Syuzhet is the way taken through the narrative, one
might say, to again get back to the conception of space in narrative. It is a
line with detours. Alternatively, a folded line, a zigzag line, or a curved line.
There is not just the point A, the point B and a point C that make up the
narrative. There are lots of points that might be displayed in non-
chronological order. The points are connected with lines of action. Points in
the time-action flow may divide a singular flow into multiple flows.
Now, this is a rather philosophical approach to the problem of linearity.
There are simpler ways of discussing this. When a movie is experienced the
first, and maybe the only time, the linearity of the movie is not always
obvious. Branigan notes that the transformations described by Tzvetan
Todorov are not apparent to the perceiver until it has been interpreted.
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Todorov’s transformations are as follows:
A state of equilibrium at the outset (A)
A disruption of the equilibrium by some action (B)
A recognition that there has been a disruption (-A)
An attempt to repair the disruption (-B)
A reinstatement of the initial equilibrium (A)
There is a logical form to discover which is covered by the narrative
representation. What is not told (narrated) is the important part that makes
the perceiver smile (the humor resides in the hidden and the realization thatsomething has happened. For the limerick to work, the perceiver must have
some knowledge with him/her from outside of the narrative). A quote from
Edward Branigan could help us get a little closer to the core of the narrative
structuring:
Narrative is a way of experiencing a group of sentences or pictures (or gestures or dancemovements, etc.) which together attribute abeginning, middle and end to something. The
beginning, middle and end are not contained in thediscrete elements, say, the individual sentences of anovel but signified in the overall relationships,established among the totality of the elements orsentences. For example, the first sentence of a novelis not itself ” the beginning” . It acquires that statusin relationship to certain other sentences. ( NarrativeComprehension and Film. 4).
This shows that we must have some kind of over all experience of the
PART–WHOLE structure of the narrative from the actual experience of it or
through our speculation about the events to come. The unique experience of
film as a one-time view, should perhaps be considered as a standard
experience of film, as Torben Grodal suggests. (Grodal 2000). Computer
games consist of environments that afford numerous different ’fabulas’,
although the problems linked with ’optimization’ of path in relation to
affordances and constraints will make some ’fabulas’ more attractive than
others. This includes the way in which players play with a limited
knowledge of the total options. When we start playing a game like Myst, forinstance, we do not know all the options, all the affordances of the game
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environment and the objects therein. As the player acts with limited
knowledge about the game environment, a ’straight line’ from beginning to
end is not meaningful. Thus a game environment affords a series of ’linear’
narratives, given the level of information that controls the player. If the path
is fuzzy and unclear, this is only visible from an ’Olympian point of view’ i.e.from a point of total observation.
5.4.4.3 Computers and narration
Computers are tools and vehicles for narration. They literally incorporate
narration. Computers have a built in structure that allows a narrative to be
reprogrammed at any instant of the narrative development. A single linear
structure or multilinear structure can merge with other single linear or
multilinear structures at any time. All data stored in a computer is possibleto expand and compress, to put forth or surpress, to show or to hide at any
moment.
When perceiving the world around us the world consists of accessible
possibilities. We make assumptions and speculations on what the world will
be at any moment on the duration of time. We are passing time and time is
passing us.38
To create a coherent world in a computer game one has some choices when
designing the interface. Both what concerns the visuals and the audio. The
sound objects and visual objects need to be in the world as possibilities that
are, at some point in time, accessible to the perceiver.
In a real time 3D game, that is, a game that renders the visual objects and
sound objects in three dimensions (I’d better define three dimensional sound:
location of sound source, shape of the room and the perceiveing agent’s
location etc.) when they are needed for display, the world has a basic
existence in a sequence of binary code. It is programmed and possible to
manipulate to some extent. It is a stored world. A world described in codeddata that takes place (i.e. has spatial existence) on a storage medium of some
kind be it a magnetic hard drive, an optical CD-ROM, a random access
memory. This stored digital world description may take on other, analog,
existential qualities such as displayed images on the computer screen,
sound, tactile and motor sensory qualities.
Narrative has at least two developmental lines going on at the same time.
First, it has some kind of material cause (i.e. the events of a fabula put forth
38 The time metaphor is discussed, explained and exemplified by Lakoff in Lakoff 1993, 14-16.
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in a medium of some sort). This material cause is somehow brought to mind.
Secondly, we have the perceiver’s understanding of what the media tries to
communicate to the mind. Between medium and mind we have preconscious
image schemas that categorize the perceptions and then go on to handle
them as cognition. Memory is involved in this process of cognition. (Shortterm, intermediate, long term etc).
NOW is related to PAST and FUTURE in something that could be visualized
as a triadic relation schema:
The NOW is always either the passed time (PAST) or the time to be
(FUTURE). We tend to use the concept NOW for duration of time that is
within short term memory and in some fields of academic research and study
one argues for the existence of many contemporary NOW as for instancemusicology and narratology. However, the essence of NOW is that it is a
moving point. A point in the Euclidean sense does not have any spatial
existence such as width, length, or breadth. It is an indivisible location. In
my conception and understanding of NOW and NOWNESS I have to take in
also duration and movement along a line or a surface to fully conceptualize
the NOW and NOWNESS. This is comparable to Gibson’s Point of
Observation. The end of a line is a point, a location.
The NOW–PAST–FUTURE relation is the foundation of environmentalconstruction in visual media. Let me exemplify this with a sequence of film
of the following order that some of my students did as an assignment:
A man sits at a table pouring himself a glass of whisky. Cut to close up of
glass and bottle. Cut to the man hanging with his head looking down at the
table. Audio cut to the sound of a train. Visual cut to the legs of a walking
woman. Sound of a train still on the sound track. The woman walks out of
frame. Cut to a long shot of the man sitting at the table still looking down.
The woman enters the frame from the right seen from behind. She stops.
Sound of the train still on the sound track. Close up from opposite view of
the woman’s face. Cut to the previous angle and the woman starts to move
into the room.
What we have here is a duration of NOW-PAST-FUTURE relations. The
introduction of the train sound might imply that there is a train in such
proximity within the diegetic space that it would be audible from the visual
field. It might also work as a meta-diegitec sound suggesting a relation to
the man who takes place within the visual field. Yet, another possible way of
understanding it that it suggest movement of some sort. All these are
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speculations on the sounds meaning within the present context. And I would
suggest that the present could be understood as more toward past or more
toward the future. If we like, we can imagine the present as a flux between
past and present – like a ball on a string that shifts position back and forth
between time polarities.
The duration events that take place in this described sequence clearly show
how duration is introduced (the sound of the train precedes the walking
woman and even the cut to the close up of the man. It is also constantly a
part of the audiovisual duration. This gives a perceptual basis for the event
duration. It is reducible to one perceptive chunk of data. When the woman
stops, her stopping and standing still is introduced in one medium duration,
it is confirmed in a second and terminated in a third as she starts to walk
into the room again. So there is also possible to relate the NOW-PAST-FUTURE to INTRODUCTION-CONFIRMATION-TERMINATION. This
suggests that the sequence of duration is essential for the understanding of
them. This is not a new insight. This kind of phenomenon has been known as
the Kuleshov effect. (But the Kuleshov effect has to my knowledge not
earlier been contextualized in this way, i.e. in relation to experientialist
cognitive theory). It also goes to show that INTRODUCTION-
CONFIRMATION-TERMINATION is possible to understand as a
SOURCE–PATH–GOAL structure.
The break of continuity of space in film are due to this process of speculation
and strategic thinking (on strategic thinking see Alexander 1999, chapter 4,
68 f.). There are of course numerous examples of broken continuity of space
in film and I will provide just one. In Edwin S. Porter’s film THE GREAT
TRAIN ROBBERY (1903) there is a classical example.
The train robbers stop the train and disconnect the engine from the rest of
the train. The train moves on the tracks in its frontward direction from the
bottom right corner to the upper left corner of the image. That is, the tracksare diagonal from the lower right corner to the upper left corner. Then
follows a cut to a sequence that features the train and the track in an
opposed diagonal, from the lower left corner to the upper right. One robber
jumps out of the train and is followed by a crowd of passengers. The
passengers are lined up (or are lining up) in the same diagonal as the train
now occupies. There is not much space between the robber and the
passengers. The field of view now contains a lot of swaying movement from
right to left as the passengers line up (and in addition to the swaying
camera, the print is not the best of visual quality anymore. The printanalyzed is stained, blurred and fuzzy). The other two robbers leave the
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train. One leaves it near the end of the stream of passengers and the last as
the last person to leave the train. Then two things happen in rapid
succession. As the other robbers reenter the field of view from the right, one
of the passengers that is trying to escape is being killed. Since there is a
contemporary action and the field of view is stuffed with informative chunksof data it is easy to miss this entrance of the other robbers. They appear and
are suddenly there. They collect goods and money from the passengers and
leave the field of view by running out to the right. Then a cut and a sequence
follow showing the tracks and engine as in the first shot analyzed. The
robbers enter the field of view from the right, jump on the engine and this
then move to the left. This suggests that our first understanding of the
visual space as coherent is not a valid belief. There is no possibility for the
robbers to enter the field of view from this direction if they have not at some
point crossed the tracks. And this point is not shown. The train is in themiddle sequence shown from an angle 180 degrees opposite from the first
sequence. This shows how we make an assumption on the visual space at
hand from the visual space established earlier. We have to think back in
time and compare what is present to what was in the past.
Let us now leave this discussion and follow it up with some remarks on
cognitive and perceptual sets. The NOW-PAST-FUTURE relations described
above connect to such structuring functions of the human mind.
5.5 Cognitive/perceptual sets
The following paragraph is concerned with what is known as cognitive or
perceptual sets. They are not the same functions as image schemas but do
share some features. Such sets structure clusters of perceptions and focuses
the mind’s attention towards specific salient features of the environment.
The human mind tends to expect more of the same at all time. That is: the
human mind seems to be self-organizing concepts into structures where
more of the same is an important factor. (See for instance de Bono 1997. 77ff and Lakoff, Johnson 1999, 43). A perceptual set is a predisposition to
perceive something in relation to a prior experience of perception. Culture
can play a great role in how an individual interprets data and so can also
situational factors. The former, i.e. culture are long-term conditions and the
latter, the situation, are short-term conditions. If we expose someone to a
succession of sensory input, like a series of sounds or a series of images,
moving or still, with a common theme, the theme as such is likely to be
constructed by the perceiver even if the input at some point in the chain is
ambiguous. For a more detailed study, and a classic example, I suggest
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Bugelski and Alampay’s The role of frequency in developing perceptual sets
(1961 201-11) although they make the reservation that a more proper term
for their findings might be “cognitive set”. They want to reserve the term
perceptual set for the kind of predisposition ”where a subject is looking for or
expecting to see a specific stimulus, a friends face in a crowd, for example, ora particular colour of book cover on a shelf” (Ibid. 206). As human beings we
are able to give ourselves self-instructions. Edward de Bono exemplifies this
in his book I am right You are wrong (1997) in the chapter on context. One of
his examples is that if we decide to look for people wearing red we will
suddenly be aware of many more people dressed in red. If we change to
yellow, we will notice more yellow etc.
The idea of cognitive and perceptual sets are relevant for the present work
since it do explain something about how the human mind works whenhandling data: how we make concepts from data, how language is a factor in
structuring association and how we relate the present to the past and to the
future. It is a factor in how we receive sound and images in a game. What we
suppose to find in the game environment is very much dependent upon the
cognitive/perceptual sets the game evokes. Furthermore, such sets are not
easy to break once established. If one lets some time pass between
establishing the set and the introduction of another set it seems easier to
create a new understanding. The set is not so much broken as it seems to be
replaced by another set according to Bugelski and Alampay. (Bugelski, Alampay 1961, 209).
Let me at this point, briefly exemplify how an understanding of this quality
of the human mind is of importance in the use of sound and images. If we are
using a car door slamming sound in a movie sequence simultaneously
showing car doors being slammed, we are likely to superimpose the image on
the sound or vice versa. We think we hear what we hear because of what we
see. We have a general basic experience of car door slamming which is
mapped upon the sequence. We also have the experience of the nature beingin synch when objects that produce sound are not to far away. As filmmaker
Peter Kubelka has noticed, cinema need not be in synch. “CINEMA IS
NEVER IN SYNCH!” he claims. “It looks like the natural synch world but it
is not the picture making the sound. We only believe it is reality. Sound and
image are completely different, connected by our body.” (Kubelka 1998). Let
us elaborate this made-up example. Say that we expose someone to a series
of car door closing sounds and then end the chain with a sound that shares
some of the properties that are found in the car door closing sound but is
actually something else. In this case, it would be likely that the person
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exposed to the sounds would judge all sounds to be within the same thematic
structure. That is, that all sounds are in the same conceptual domain and
having the same causal source.
In addition to this example, we can make a comparison to Lakoff andJohnson. “Brains”, they write, “tend to optimize on what they already have,
to add only what is necessary”. (Lakoff, Johnson 1999, 43). We compare the
known to mind, our experience, with the perception of the audiovisual
sequence, not necessarily on a conscious level but on the level of the
cognitive unconscious. (Ibid. 10-11). Michel Chion also makes a similar
remark about the conscious and unconscious perception of the audio-visual.
The ear and the mind are inseparable when it comes to listening as are the
eye’s looking and the mind’s seeing he claims. The conscious and active
perception is only a part of a much wider perceptual field. Or to have it in hiswords:
The consequence for film is that sound, much morethan the image, can become an insidious means of affective and semantic manipulation. On one hand,sound works on us directly, physiologically(breathing noises in a film can directly affect yourown respiration). On the other, sound has aninfluence on perception: through the phenomenon of
added value, it interprets the meaning of the image,and makes us see differently. And so we see thatsound is not at all invested and localized in the sameway as the image. (Chion 1990, 34).
Chion even coins the term "synchresis" (from synchronicity and synthesis) to
denote this and refers also to what he calls ” added value”. We will find
reason to get back to Chion and his terminology later.
Cognitive/perceptual sets are structuring factors of the human mind. If there
is amiguity in a chain of percepts the foregoing perceptions will play a role inhow we interpret new sensory data. This implies that we maybe should take
another path than the one of making objects in computer games look or
sound as realistic as possible, as realistic objects might be hard to identify.
They might be too complex in their shape and/or texture for instance. There
are studies on how human visual perception works considering what we are
aware of seeing, the cultural dependency of seeing (i.e. the cultural
dependency of the interpretation of what we are seeing) and how fast we can
process visual data and recognize objects and their properties. These studies
tend to show that some features of objects are more rapidly recognized than
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others. E.g. the color of an object might be more rapidly recognized than its
shape if it moves fast.
What is clear form such studies is that an arousal effect of a large image
happens irrespective of the content. (See Detenber, Reeves 1996). An imageseems first to be categorized from its size. It is not the content of the image
that creates arousal when viewed quickly but the space it covers. The image
is categorized as a large object. Size is predominant. An image is conceived
and made meaningful in accordance with its size. A large image makes the
perceiver smaller. The image is first and foremost an object and is put in
relation to the perceiving container, the Self. It is only when this size-
relation (and also the distance to the object one might speculate) has been
judged (is this object a threat of not?) that the Subject of the Self is able to
make a judgement on the content of the image.
If we reduce the amount of data chunks, that is, if we reduce the resolution
of the image for instance and thereby reduce the level of visual detail we
may reach the basic level of perception and categorization and have a
stronger sensory immersion experience. This is what is going on in games
like Unreal Tournament and Quake III Arena. The edges of the field of view
get blurred in order to suggest proximity of objects and also to suggest
velocity of the movement performed. It is has very much in common with
how rapid movement is treated within traditional cartoon animationtechniques. The animator adds motion blur to the animated object to obtain
a more rapid movement and a better simulation process of actual moving
objects. Motion blur is a natural regularity, which the human being
perceives and has an experiential basis of. We have learned that things that
move fast result in a blurred, unsharp visual experience. In addition, we
have learned that by moving oneself at high velocity the world gets blurred.
It is nothing strange about this. The visual system and the proprioceptive
systems in the body have a basic experience of rapid movement that is
triggered by the motion blur of objects in the field of view. And we are alsoable to make approximations about the relative velocity by which objects
move or by which we are moving. To exemplify the use of motion blur in
animated movies one could consider The Lost World: Jurassic Park II
(Spielberg 1997).
The visual representation of rapid motion in cartoons is most often made
from simplification of objects and textures and the so-called stretch and
squeeze phenomenon. However, one can not simplify the objects too much
because there are some evidence for gender differences (but those might alsobe culturally bound) concerning how we interpret simple images. (Coren,
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Porac and Ward 1978, 413). What a man might interpret as a centipede a
woman might interpret as a comb. This means that over simplification of
images could be/is a problem. We ought to adapt ideas from abstract
painting, like impressionism in which one emphasizes the sensory response
to input and not the exact recreating of nature as such. If we are to make asimulation of rapid locomotion we must not make objects too detailed but go
the other way around and make them appear as the would if we moved at a
certain velocity. Through perceptual sets of representation, we are able to
simulate impressions and thereby generate sensory immersion. The human
mind is adaptable to successive information creating ” the supposed next step
in the chain” . We expect “more of the same” when taking part in the world
and of course also when we take part in a narrative and/or when performing
audio-visual interaction experiences. We associate the ongoing events with
similar events known to mind in a state of strategic thinking. This is whyshock is so effective. When the causal logic of the next step in the chain is
broken and not fulfilled we might experience shock. The initial and manifest
hypothesis is necessary to reconstruct. Association is the act of merging the
previously known with the perceptual input. It is not necessarily a conscious
act but a function of the cognitive unconscious. Bordwell has written a
passage that fits well into this context:
Generally, the spectator comes to the film already
tuned, prepared to focus energies toward storyconstruction and to apply sets of schemata derivedfrom context and earlier experience. This efforttoward meaning involves an effort toward unity.(Bordwell 1997, 34).
Cognitive/perceptual sets are also related to affordances of the environment.
The affordances of the environment can, so to speak, tune us into a specific
way of understanding the environment. Walk-able surfaces encourage
walking for instance. In addition, if mind is self-organizing and expects more
of the same we will continue to execute walking until something makes us
change our mind – literally, change the organizing structure of our mind at
work that is. We will otherwise risk being locked into a specific pattern of
visually controlled locomotion, for instance, in this case walking. This
happens in numerous games and is a way for game designers to prolong the
game duration at large or a specific event duration. Spyro the Dragon
(Insomniac Games 1998) is one example of a game in which this is put into
use at several levels of the game.
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Myst is another game with a similar salient structure of the field of view as
is parts of Day of the Tentacle. Even Pac-Man show traces of this. Let us
study two examples from Spyro the Dragon.
Spyro the Dragon is a game in which we have direct motor control of a GameEgo, Spyro the Dragon. We do not have a visual representation of the game
environment from the eyes of the Game Ego (what could be called a first
person point of view) but we see the Game Ego’s body from the outside of it.
Our field of view is not that of the Game Ego but relative to it.
In what is called Magic Crafters (a ” world” within the game) and the specific
level of Wizard Peaks we find our Game Ego, Spyro the Dragon, in a
situation in which a spatial locomotive structure is established through
visually controlled locomotion and the affordances and constraints of theenvironmental layout. We enter a cave through an opening and this cave
turns out to be a system of caves with connecting openings. As Gibson
rightly points out, doors are openings in the surface that are walk-through-
able and that affords the animal to go through. To present it in Gibson’s own
words:
An open environment affords locomotion in anydirection over the ground, whereas a cluttered
environment affords locomotion only at openings.[…] The general capacity to go through an openingwithout colliding with the edges […] is acharacteristic of all visually controlled locomotion. A path affords pedestrian locomotion from one place toanother, between the terrain features that preventlocomotion. The preventers of locomotion consist of obstacles, barriers, water margins and brinks (theedges of cliffs). (Gibson 1986, 36. Gibson’s italics).
So, we are now in a system of caves with connecting openings that affordslocomotion and walls that prevent it. There are also steps, that force us to
jump rather than walk. In the caves, there are creatures that will attack us,
our Game Ego Spyro, as soon as they get a chance. And those creatures are
very quick, they do not die when we use one of the weapons we have, fire,
which forces us to run rather than walk. Sooner or later we will most likely
reach an opening in the system of caves that leads out into a brink with a
barrier that prevents us from accidentally falling of the cliff. At this location
there is a fairy that kisses the Game Ego and gives us ” Superflame” , which
we have learned in the game previously kills this kind of attacking creatureswhich otherwise are invincible. And now it gets really interesting. We lose,
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for just a few seconds, control of the Game Ego and that means a link
between us and the game system comes to a momentary halt. There is a
Loss-of-Self structure here. (See chapter 8 of the present work for an
elaborate discussion of the Subject-Self metaphors as related to the term
Game Ego). We will regain control of the Game Ego and when we do, we willbe in a hurry to kill of the creatures since the Superflame only lasts a limited
time. What happens then when we lose control of the Game Ego and why is
this so important? When getting close to the fairy our control is broken. The
Game Ego will kiss the fairy and turn around, landing with its head towards
the opening into the cave. And since we map our being and frontal direction
onto the Game Ego, and our primary locomotive direction is in the direction
of vision and there is an opening affording locomotion and this is the way
from which we came, we will start running in this by the environment layout
and bodily set up suggested direction. An indeed we will kill of some of thecreatures and reach the last cave in the system just in time for the
superflame to be inactivated. We will probably repeat this strategy several
times, trying to optimize the path of locomotion but we will never succeed to
eliminate the last creature. What we have to do is instead breaking our
hypothesis of what to do and change the path of locomotion, which also
means that we have to break a cognitive structure of SOURCE-PATH-
DESTINATION. Standing at the brink, we see that there is a barrier that
prevents the Game Ego form falling down. There is, in other words, a
constraint in the environmental layout. However, the barrier not only
prevents the Game Ego from falling down. It also affords jumping up on and
thereby getting a new field of view, a new content in the visual container of
the screen. The barrier is not only an end point of a path but a source for a
new one. Jumping up on the barrier makes us see that there is another path
to be taken, that one can very well take an outside shortcut to reach the last
creature to kill it. And this is of course the only way that one can do this.
This is used on more levels and in other locations in Spyro the Dragon.
Another example is in the Beast Makers world and the level Haunted
Towers. We have to literally disregard, that is try not to see, the obvious
affordance but a hidden one. To reach a desired location far off we must rush
the Game Ego down a pathway to get it ” supercharged” i.e. we can run faster
than otherwise. We are filled up with energy, which is indicated by the
sound, and can also fly longer distances when supercharged. In this
sequence, we are put to the test to change a structure of visually controlled
locomotion. Rushing down the pathway and out into the open through an
opening we reach an open area that affords locomotion in any direction. Tothe right is a curved raised slope that affords us to run up on it and fly.
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The slope is much like a catapulting runway when we are supercharged.
However that is very difficult since we will most probably fall of the slope
and die. And if we succeed we will not get anywhere anyhow. So what to do?
The answer lies in changing structure of course. Instead of rushing up this
slope we will have to rush the open area, fly to a nearby area that we havealready been at and run up a slope still supercharged and just when leaving
this slope begin to fly, turn left sharp and go to the desired area. Once again
the layout of the environment has made us do things in a specific way and
then change our mind.
These two examples show that visually controlled locomotion is a strategy
used by game designers, them knowingly or not, to make the game a little
harder to play and solve. It also shows that visually controlled locomotion is
a forceful way of manipulating us, in the sense of making us do things in aspecific way due to the environmental properties surrounding us. That the
human mind expects more of the same structure is also indicated. That is,
cognitive and perceptual sets play roles in how we understand the
environment.
5.6 Summary
As hopefully shown above, there are many reasons for using experientialist
theory of cognition for the analysis of computer games. What else is acomputer game if not a structured bodily and social experience?
Understanding a computer game involves the act of playing the game. The
game player is interacting on several levels with the computer game while
playing such as the level of sensorimotor interaction, the level of intellectual
interaction, the level of social interaction and so on. The experientialist
theory of cognition claims that the abstract level is founded on the bodily and
social level due to our innate capacities to mentally project from them.
Furthermore, there is no separation of mind and matter i.e. between mind
and body.
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6 What is in the sound?
Can sound have a “texture”? Which qualities in a sound give a texture in
that case? Here one will need to use what Chion would call reduced listening
and listen for the qualities of a sound. Or do we not? Do we create texture in
sound from the source (the cause) of the sound? Sound is always a process.
Do we render the texture of a sound from what we know about the source?
The answer is yes! The answers to these questions are to be found in the
following chapter. See also the analysis of Myst in the present work for an
elaborate discussion on this (paragraph 9.10. A sound always has a texture
insofar that it will always render some kind of visual response when
perceived by a human. By this I mean that when we hear a sound we render
a visual representation of that sound. If any sound will produce a visualresponse then it is very obvious why language is so full of visual metaphor.
The opposite will also occur. We know what a room should sound like when
we see it. We map our previous experience from “the real world” (a term
about which I am dubious since I really can’t come up with any good
definition about what this real world would be) and from mediated worlds
that might be fictious. There are processes of audio-visualization and visu-
audiozation.
Sound as well as images may work on a basic level and do so within manycomputer games. Sounds also have affordances. They reveal something
about the objects producing the sound. To exemplify, we might perceive
sounds as ” dense” or ” light” suggesting that there are qualities that
constrains or permits locomotion. A ” dense” sound might be conceptualized
and understood as ” a wall of sound” . We can not walk through walls if they
do not have openings, and openings afford locomotion as Gibson shows. What
I mean is that a sound that we understand as ” dense” does not afford
locomotion in the same way as a ” light” sound. When creating sound-scapes
either as stand-alones or to merge with images, this is important to notice.One might create a ” big” and ” massive” sound that have some ” openings” in
it. It also the case that a ” dense” sound might be so powerful that it is
unpleasant to get any closer to it. That is to say, it does not afford locomotion
in the direction of the sound source. In the following chapter I will first
briefly make some remarks concerned with the relation between sound and
images in computer games and then turn the attention to sound and its
specific qualities.
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6.1 Blips and blops are not only blips and blops
One often hears people talk about computer games and criticize the sound as
being just blips and blops and furious explosions. At the first occasion of The
School of Sound in London, April 1998, a discussion on computer game
sounds arose where precisely this kind of critique was flourishing, and also
added the critique that these blips and blops really had nothing to do with
the content of the games played. Nothing in my opinion could be more wrong
than such general claims. Most computer games that has such limited
sound-scapes as blips and blops make use of their restricted sound world
quite well. Or rather, the sounds do really have a strong link to the content
of the game and the act of playing it. The sounds are seldom arbitrary but
have a clear and meaningful relation to the game play and the graphics.
They denote what is actually going on the game and may, as I tried to putforth in the foregoing paragraph, tell us something about the environment
that they are a part of. The sound might be an obstacle for or afford
locomotion, for instance. In my recollection of the discussion at the School of
Sound I remember that one of the games discussed and that was given harsh
critique was Tomb Raider (EIDOS 1997). Tomb Raider is not a game with a
sound-scape built only on blips and blops. Furthermore, the sounds in this
game are content-dependent to large degree. There are of course games that
are maybe not that particularly “good” in the sense of how it works in game
play when it comes to sound, such as the: Atari 2600/Intellivision version of Pac-Man System:
The Atari 2600 version of Pac-Man was, simply put,awful. The music was bad, the graphics werehorrible, and the levels were beyond repetitive.Little charms like the Pac-Man death melody andthe cute cherries were replaced with garishcounterparts. In a nutshell, the brilliance that wasarcade Pac-Man was lost and never to be found.
Some game historians have compared this bomb of atitle to the monstrosity that was E.T: The Game.Though there are gamers out there who lovenostalgia and would love to play old 2600 games justfor the fun of it, they would probably not play thistitle. (Doug Trueman
http://videogames.gamespot.com/features/universal/ hist_pacman/p4_01.html).
There are games that fail to meet the requests of the gamers, as this quote
shows. In the case of the Atari Pac-Man version, it was obviously a complete
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failure. Neither sound, the graphics or the game play was anything like the
original Pac-Man. However, to claim that all computer games are horrible in
their use of sound and graphics is not a constructive approach. Most games
that survive, like the original Pac-Man and Tomb Raider, do use sound and
graphics in a coherent way, much as Brenda Laurel writes about the use of multiple sense modalities in Computers as Theatre (1993):
The primary criterion for deciding which sensorymodalities should be part of a representation isappropriateness to the action, in both mimetic andoperational terms. (Laurel 1993, 159. Laurel’sitalics).
Multiple modalities are desirable only insofar as
they are appropriate to the action being represented(Ibid. 160).
I find this approach to be a notable characteristic of successful computer
games like the original Pac-Man and Tomb Raider. The multiple sense
modalities of sound and images are used in an appropriate manner.
Let us now turn our attention to sound. Sound has some salient features in
its physical being and its conception in the human body/mind system. Sound
is a mind-dependent phenomenon. Fluctuations, vibrations i.e. movement in
a medium of some sort, be it air, wood, metal or water, for instance, may be
conceived as sound in a body/mind system in some living being. The human
body/mind system for sound perception has a range that conceives vibrations
approximately between 20 periods per second to, in its extreme, 20.000
periods per second as sound. However; that is the human body/mind system.
As is the case with visual perception, the frequency range that is perceivable
differs from life form to life form. We can not see all wave lengths of light.
We have not evolved to see in the infra red spectrum for instance. The
human body/mind range of sound is dependent on its necessity for thesurvival of the organism. The sound a human can perceive, due to evolution,
have or have had some importance for the perceiving organism, otherwise we
would not have the ability to perceive it in the first place. The human being
uses sound to act upon. It is part of the survival system of the human being.
Sound is the body/mind system result of vibrations in a medium and it is the
result of movement of objects in the surrounding environment. As
movement, it will have a relation to duration. Duration is possible to divide
into phases. Like a narrative, a sound has a beginning, a middle, and an end.Unlike a narrative, it must have it in a chronological order when it is a
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natural experience. A sound does not occur out of nothing. The phases of a
sound is commonly described by an ADSR curve. This kind of curve describes
the way a sound develops over time by providing parameters for the
description of the Attack, Delay, Sustain and Release of the sound. Not
surprisingly, those very parameters are to be categorized as being on thebasic level of the sound.
I argue that also sound has affordances. Gibson was concerned with vision
and his work resulted in an elaborate theory on the human visual
perception. He does mention other senses in his work though such as smell
and hearing in his discussion on the medium the human animal is mainly
contained within, i.e. air. Air has the affordance of light refraction. In the
medium of air the ambient light array makes the affordances of objects
perceivable through the sense of vision. Air also allows sound waves tospread and be reflected by the surfaces of substances.
6.2 Hear-seeing: Anaphones and basic sound terminology
Sound is understood as something that can be seen and that has a visual
relation to the subject of hearing a sound. Visualization of something is not
the putting onto paper something that can been seen. Visualization is a
human internal act of cognition. Sounds are shapes in the environment of
man and other animals. Sound is categorized the same way as other senseswhen it comes to meaning. There is a tight coupling between the basic level
categorization of sound and its affordances. At the basic level sound has
general affordances. There are UP-DOWN, COMING CLOSER, SOFTNESS,
HARDNESS structures in the sound for instance. Do not be confused by this
claim. Things will be clarified soon. First let us note some considerations
about how we listen to the environment we are within. The French film-
theorist and composer Michel Chion suggests three different listening modes
that we might use when listening to film (and the environment at large I
suspect though this is not really clarified, in his Audiovisuon–Sound onscreen. Those three listening modes are:
Causal listening i.e. what is the source of this sound? This is an important
mode in listening since it might reveal an upcoming danger as well as it
might a source of joy. It might be the sound of an approaching car or the
voice of one’s beloved. Causal listening is the most common mode Chion
claims and this seams reasonable. Furthermore he notes that ” causal
listening is not only the most common but also the most easily influenced
and depictive mode of listening” . (Chion 1990, 26). Chion also notes that if the source of the sound is visible the causal listening mode supplies
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additional information concerning the source. Tapping an enclosed container
might reveal how full it is for instance. When the source is not visible, we
make an initial hypothesis, of what causes the sound from prior knowledge
of what objects causes specific sounds. (Ibid. 26). Chion further claims, and I
do not fully agree with this, that there is a big difference in taking notice of aperson’s vocal timbre and identifying him or her, as he writes, ” having a
visual image of her and commiting it to memory and assigning her a name.”
I do believe that we do make us an image of how someone looks through such
things as the vocal timbre for instance. We might even come up with a name
to make it easier to remember. That it is not a real match between what we
here and the actual cause is not something that matters in this respect. We
need to anchor the perception of a voice and hence we make us an image of
the source. There is always the option of later revision. At another level we
are able to discern sounds at a more basic level as being human voices,mechanical equipment or such Chion suggests. This is, of course, an
important thing to be able to do. We are also able to follow the causal history
of a sound even if we can not exactly tell the sources. We can hear that ” this
is the sound of something that scrapes against something” even if we can not
tell exactly what is scraping against what, Chion claims. (Ibid. 27). However,
I find that we do formulate an initial hypothesis anyway since we speculate
on what produces the sound. Even if we are not right we do try to create for
ourselves an understanding of how the texture of the objects are etc. We
speculate.
Semantic listening i.e. what is this sound regarded as language or code
telling us? This is the most studied listening mode since it has been the topic
for linguistic research. The two modes of causal and semantic listening are
often blended. It is fully possible as Chion notes to hear that something is a
voice and what the voice is telling us in the use of a language. (Ibid. 28).
Reduced listening i.e. what qualities has this sound in
it self disconnected from its source? ” Reduced listening” , Chion writes, ” takesthe sound–verbal, played on an instrument, noises, or whatever–as itself the
object to be observed instead of as a vehicle for something else” . (Ibid. 29).
Furthermore, Chion discards the use of spectrographs for analysis of sound.
It does not say anything about the sound he argues. This is at least my
understanding of what he writes. It is not all that clear though that it is
what Chion means, or if he really refers to other people’s arguments here.
This is what he writes:
Others might avoid description by claiming toobjectify sound via the aids of spectral analysis or
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stopwatches, but of course these machines onlyapprehend physical data. (Ibid. 29).
However, as will be thoroughly discussed in my analysis of Pac-Man and
Myst, such spectral data is not an arbitrary display of what is in a sound.
The display of data this way has its basis in very general metaphorical
structures of mind as described in chapter 5 of the present work. UP–DOWN
and SOURCE-PATH-DESTINATION structures are protruding in this kind
of visual manifestation of sound. Otherwise the data displayed would be
meaningless and impossible to relate to the sound in the first place.
Reduced listening is actually not a term of Chion’s but a term he has
borrowed from Pierre Schaeffer.39 In addition, it is also a little troublesome
to use. What is a quality of a sound really? How can we think about a quality
in a pure form disconnected from everything else. That is; a sound
disconnected from its material origin. Schaeffer gives a hint on this in an
interview from 1986.
Take a sound from whatever source, a note on a violin, a scream, a moan, a creaking door, and thereis always this symmetry between the sound basis,which is complex and has numerous characteristics,which emerge through a process of comparison
within our perception. If you hear a door creak and acat mew, you can start to compare them -- perhapsby duration, or by pitch, or by timbre. Thus, whilstwe are used to hearing sounds by reference to theirinstrumental causes, the sound-producing bodies,we are used to hearing musical sounds for theirmusical value. We give the same value to soundsemanating from quite different sources. So theprocess of comparing a cat’s meuw to a door creak isdifferent from the process of comparing a violin note
to a trumpet note, where you might say they havethe same pitch and duration but different timbre.This is the symmetry between the world of soundand the world o f musica l va lues .(http://www.cicv.fr/association/ shaeffer_interview.html).
Well… Why should there be a difference between the processes of sound
comparison? Do I misunderstand Schaeffer in what he says? Does he mean
39http://www.cicv.fr/association/shaeffer_interview.html
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that it is more common to use a certain way of comparing sounds outside
music and another inside music? The problem with the idea of reduced
listening is that Chion and Shaeffer tries to describe the experiental aspect
of context as a perceptual phenomenon. All sounds however be described
from how they are perceived, as opposed to a description from their semantic value. The ” reduction” in ” reduced listening” consists in letting the semantic
aspects out it seems. However, I find this virtually impossible. As an idea
stemming from electro-acoustic music, or ” musique concrete” to stick with
Schaeffer’s terminology, of the 1950s, reduced listening made possible new
ways of thinking about sound. It was important then to put it on the agenda.
Today, in the analysis of film, I find the term more problematic than helpful
though.
Let us now expand our understanding of sound going from these listeningmodes described by Chion, to the work of David Bordwell and Kristin
Thompson. According to Bordwell and Thompson, a sound has three basic
qualities: loudness, pitch and timbre. (Bordwell, Thompson 1993, 295-296).
This is a crude model of what sound is but still useful for the purposes here.
The two first terms are classical physical descriptions of what a sound is and
the last one is perhaps more ecological in its essence since it is not
measurable in the same way or at least does not have as close a relation to a
physical description as the two other terms.
Loudness has to do with perceived sound level on a scale from the inaudible
to the painfully loud. Loudness also has conceptually to do with the size of
the object that produces the sound. The sound and the sound source have a
volume. Puny things do not generally produce big sounds. The result we
arrive at is that loud sounds generally equal big objects.
APPROACHING–LEAVING is yet another complex schematic structure
found in sound and that relates to the perceived size of an object. We judge
an object’s distance from us not only from its visually perceived size but alsofrom the loudness of the sounds it may produce. We can judge if a sound-
producing object is APPROACHING us or LEAVING – that is, if it is
COMING CLOSER or if it is GOING AWAY. This has to do both with the
loudness of a sound as well as with the pitch of sound, as will soon be
discussed. For now let us settle with that the closer a sound-producing
objects is to the perceiver, the louder the sound will be perceived and vice-
versa. The effect of APPROACHING–LEAVING is that we perceive a change
in the sound that denotes this quality of the object.
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Pitch has to do with the periodicity of the vibration in the substance
transduced via the medium to our auditory system i.e. the frequency of the
vibration discussed above. Note that pitch is not equal to frequency when we
are speaking of musical terminology though there is a rather firm relation.
As shown earlier in chapter 5, UP and DOWN are orientationalmetaphorical concepts structured by image schemas. Sound also have an
UP–DOWN orientation in the way we categorize them.
We often map an understanding of high and low on sound as the term level
suggests in itself. We conceptualize and increased frequency rate as going up
in pitch and a decreased frequency rate as going down in pitch.
Furthermore, to do this mapping we conceptualize a motion of going up and
of going down, as we perceive such changes. This is to say that there is also aSOURCE–PATH–GOAL/DESTINATION structure in this conceptualization.
To have a motion UP we must first have some location source from which
that sound (and its source) move to another position. Remember what Peter
Bastian wrote about the human voice and its production of sounds as
compared to lifting a stone from the ground up in the air? We have to strain
our vocal cords to produce a rapid oscillation. That is to say, we have
produced a rapid vibration also termed a high frequency. The conceptual
metaphorical structure of More-is-up is structuring this kind of experience
as Bastian’s example of lifting the stone shows. It takes effort, energy, to liftthe stone and it takes effort to produce the high note. Just as gathering more
material, substances, in a heap, will make the level of it raise gives more
equals up. Highness and moreness are within the same conceptual domain.
They denote the use of energy and/or that an object has an amount of energy.
It also goes the other way around of course. Falling pitch may denote the loss
of energy.
Noteworthy is that a raise in pitch is commonly conceptualized as ” an object
is approaching me” (or ” I am approaching an object” ) as mentioned earlier.This is not only an effect of shifts in loudness but also due to what is called
the Doppler effect. When an object that produces a sound is approaching a
perceiver the sound waves are compressed why there is a raise in pitch and
vice versa.40 That of course means that a changing pitch is possible to
understand not only in an UP–DOWN configuration but as a LEAVING-
APPROACHING configuration as well. This in turn is not a contradiction. I
40 The velocity of sound, about 340 meters per second, is invariant. Due to the velocity of a moving sound
producing object, the sound waves in front of the objects will be compressed and behind the object, theywill be expanded. The result of this an increased pitch in front of the object and a decreased pitch behindit. This is known as the Doppler effect.
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do not mean that UP = LEAVING or that DOWN = APPROACHING. I only
mean to point out that UP–DOWN is one structuring aspect and that
APPROACHING–LEAVING is another. Very much like how we conceive of
time as either moving (in constructions like ” Christmas is closing in on us” )
or that we move in time (in constructions like ” We are heading forChristmas). The orientational and spatial metaphor structures of mind are
salient. The spatiality of the sound-image is protruding.
APPROACHING–LEAVING is also tightly related to the human
FRONT–BACK orientation, which in turn is an important object for
computer game play. The tactile motor/kinesthetic link between the Game
Ego and the game player relates also to the Game Egos FRONT–BACK
orientation. The preferred direction of movement is often FRONTWARD
movement since we map our physical being upon the Game Ego. In the caseof Pac-Man (see paragraph 9.4) the FRONT–BACK orientation is suggested
by Pac-Man’s mouth or rather our mapping of our mouth onto the yellow
circular shape that we are in control of. The direction of movement per se,
will also be understood as the direction one starts to move something on the
screen will be in the direction of its FRONT if the object itself does not have
a clear mapable FRONT–BACK orientation.
The human auditive system is not equally sensitive to all frequencies, which
in turn means that some sounds are perceived rather well even if they arenot what we would objectively call loud. However, the subjective experience
of loudness is not the same as measuring sound pressure with a machine.
We are most sensitive for sound in the frequency span between 1kHz to
5kHz.41 That is, we can hear sounds that do not have a high sound pressure
(which also is called high amplitude). There are reasons for this of course.
Human beings are ecological systems (and live in ecological environments in
constant interaction with this environment. The latter, on interaction, is
pointed out by Gibson as well as Lakoff/Johnson). If we were to hear sounds
of low amplitudes we would possibly be spending our days with listening toour own heart beat, digestive system, muscular activities and so on. If so
maybe we would be extinct as a species since we would not hear things of
greater importance to us. It is a matter of evolution.
Why now take up time with this, you might ask. It is very simple: In this
diversified frequency-response lies an answer to Michel Chion’s claim that
we are voco- and verbocentric above all. Human speech lies within the most
41 Cf. Zetterberg 1995. This is of course more or less common knowledge among sound editors and soundengineers.
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sensitive frequency span of human beings. Sounds do not need to be of high
amplitude to be conceived within this range. Speech is an important way for
humans to communicate. Which came first, speech or the frequency range of
it, I do not know and I do not think it really matters. We do have a basic
capability of recognizing sounds of low amplitude in a certain frequencyrange.
Timbre is that quality of a sound which makes it sound as the sound of
something specific. As Bordwell and Thompson write, timbre is
indispensable to describe a sound texture or the feel of a sound. (Bordwell,
Thompson 1993, 296). That is, in other words, a tactile description of the
sound. The sound is conceptualized as a surface of something. If we again
couple this to Gibson’s theory on visual perception we have a relation
between sound transduced within the medium and sound conceived of as asurface of a substance. It all connects and makes up a coherent conception of
the term "timbre". One could describe timbre as that which gives a surface to
a sound. This is very close to what Philip Tagg calls "tactile anaphone"
presented in his article Towards a Sign Topology of Music. (1992).
The term "anaphone" is a neologism that means ” the use of existing models
in the formation of (musical) sounds” . (Tagg 1992, 3). Anaphones can be
divided into three categories:
Sonic anaphone. There is a perceived similarity to paramusical sound.
Kinethic anaphone. There is a perceived similarity to paramusical
movement.
Tactile anaphone. There is a perceived similarity to paramuscial sense of
touch.
By hear-seeing, I mean the simultaneous experience of hearing and seeing
and making sense of it. The merging of the heard with the seen makes upthe pattern of understanding the sound image combination. One result of
this is that sound is understood as something that can been seen and that
has a visual relation to the subject of hearing a sound. Visualization of
something is not the putting onto paper or screen something that can been
seen. Visualization is a human internal act of cognition that gives meaning
to a sound. It is of course not limited to audition but any sense modality may
result in such an internal visualization. Another result of this is the effects a
combination of written language and vocal language might have. We bring
together these two sense modalities and often impose the written language
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on the vocal/oral language to make sense out of it. This is striking in a recent
trend on at least Swedish Internet sites. At http://come.to/hatten for
instance, Swedish written language has been added to a song from what to
me sounds like an Arabic or at least eastern culture. The effect is stunning.
The Swedish written text that accompanies the song makes one hearSwedish instead of the original language due to synesthetic effects of hearing
and seeing/reading at the same time. It is impossible not to hear what is
written if one can read and understand Swedish. This effect of synesthesia is
important for games that afford the use of both written and spoken
language, as my analysis of Day of the Tentacle indicates (paragraph 9.9).
The combination of written and spoken language is powerful as is the
possibility to shift from one mode to another i.e. to shift from either using
only spoken language to use both written and spoken or only written
language.
The effects of synesthesia are also important for how we conceive and make
sense of room acoustics. When we see a room we use our prior knowledge of
room acoustics (i.e. we use our experience of being within the environment of
a room) and map it on the room we see. We make assumptions of how the
sounds produced in the room would sound to us from the observation point of
the visual representation, that point i.e. which is often called the point of
view in this context. We judge materials and their textures, distances,
possible sound sources and possible “off-screen” spaces. We know some of theacoustic features of several prototypical rooms. If the audiovisual
representation is not coherent/consistent (i.e. if the visual inference and the
auditive inference of the whole configuration do not match) we are able to
feel this even if we can not put it in words or recognize what it is that is
abnormal about the audiovisual situation. So far, it is pretty simple.
However, there is also a factor of mediation engaged here. We do not only
judge our audiovisual perception of a room from unmediated situations but
we adapt to mediated conventions. That is to say: we refer not only to the
real world but also to representations of the world that we take part in from
film, television and computer games, for instance.
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When working with low resolution images and low resolution sound in a
computer game one might be wise to adopt Tati’s way of merging sound and
images. The basic level is what gives meaning to the event and denotes what
is going on. When describing sounds as heavy, light, happy or sad, image
schemas are structuring the sound i.e. the structuring of the soundexperience is a cognitive process, in which image schemata provide the basic
meaning comprising process of mind. We make assumptions about the sound
source and its salient features and then make our judgement thereafter.
6.3 Summary
The embodied mind is important for the construction of a sound and its
affordances. Sounds have spatial qualities. Sounds have also implied
textures, which are a kind of a spatial quality. Through the simultaneousappearance of sound and images, we will have effects of synesthesia.
The embodied mind is important for the construction of a Game Ego, which
is the objective of chapter 8. However, to make it easier to follow my
arguments put forth in chapter 8, we first need to have an understanding of
two other terms: "Interaction" and "Interactivity". These are consequently
the objectives of the following chapter, chapter 7.
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7 Interaction and Interactivity: computer games as
audiovisuo(perceptuo)-motor experiences
The following chapter sets out to explore the terms interaction andinteractivity. Interaction is crucial for games. Without interaction we would
not have games at all. Interaction is the basis for performative experiences.
It may be experiences of motor performance and changes of mental states
related to the motor performance (motor interaction), it may be vocal and
verbal interaction with another human agent (social interaction) etc. Note
that performance and the enactment of being are important in this context.
We have already noted the importance of interaction in Gibson’s theory and
his explanation of the interdependency of the animal and the environment in
chapter 4 of the present work. ” What is interactivity then?” you might ask.Well, this term is complicated, as the following paragraphs will show. For
reasons to be explained, "interactivity" is a term that I think would be better
to be abandoned in some cases. As terms, both "interaction" and
"interactivity" are overused and under-defined, so there is a need to
elaborate what one means when using them. This has been noted for
instance by Jens F. Jensen and Brenda Laurel as we shall see in the
following paragraphs. Jensen adopts an objective definition of interactivity,
as will be the topic for discussion in paragraph 7.2. Laurel adopts what she
calls a theatre metaphor for computers. She is not as concerned withproviding definitions of interactivity as is Jensen. This is discussed in
paragraph 7.3. This chapter will also contain some remarks on John
Alexander’s use of the term, in paragraph 7.4, as well as Mark Johnson’s and
George Lakoff’s adoption of it, in paragraph 7.5.
Before rushing into the discussion on Jensen, Laurel, Alexander, and Lakoff
and Johnson, however, I will make some remarks on the concepts of
interactivity and interaction myself and also go into discussion on how we
tend to personify a computer game system while playing a game.
7.1 The interactivity hype
There has been, and still is, a bit of hype, concerning the need for
interactivity and interaction in media. There has been an assumption that
the ”media user” has a specific need for his or her manipulation of and
contribution to the “story told” by the media. That is, that a media user has a
need to be an agent in the media and not only a passive beholder of ready
made content. This idea may be correct and may have some value.
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However, we are never passive in a media situation. We have to form an
understanding of the media content. This is of course an active cognitive
process involving the cognitive unconscious as well as the conscious parts of
human cognition. It is an active body/mind process. The concepts used by
human cognition stems from our bodily being and enactment withininteractional contexts in the world. We may have more or less opportunity to
actively affect the objective media content but subjectively we are
experiencing the media and understand it through bodily based concepts.
7.1.1 Patterns for interaction: categorization of interaction
We have little chance of affecting the written text in a newspaper in a way
that would be meaningful to others to take part in while we are reading it for
the first time at the breakfast table. We could write the editors of thenewspaper a letter in response to what they wrote but there is maybe little
chance that this will be published and even if it would it might take some
time for it to be so. It will be a slow-paced interaction. The general pattern
for interaction is more rapid than this. It is more of a
social/mechanical/instrumental one. Human beings tend to be impatient. Let
me provide an example from a more mechanical/instrumental understanding
of how the world works. Think about how you would react if you were to
hammer a nail into a piece of wood and it would take two minutes from that
moment you hit the nail until it started to move. It would be very unnaturaland you would feel that you had not performed any action that really
mattered. You would probably prefer a more rapid succession of events than
this. The same might be valid for media use. We could of course adapt to the
media pace to some extent but still a more mechanical understanding of how
the world actually works would intrude on this adaptation. Most people who
have ever used a computer consciously know that one may be wise not to
expect an immediate response when pressing a key on the keyboard. Still we
do so, at least within the cognitive unconscious. This conflict may result in
stress. Motor action tends to give an expectation of immediate response.Games that provide this immediate response or the feeling/sense of such
match a general pattern of motor-mechanical interaction. It is even so that
motor interaction is innate to humans. Consider the reflexes infants have
such as sucking, swallowing, gripping etc. Reflexes are unconscious actions.
We also have a pattern for interaction with other humans, which is not to be
neglected in this context. Social interaction is an equally important aspect of
what interaction means to human beings as the mechanical pattern of
interaction. In addition, it does not differ that much from the mechanicalinteraction as one might first believe. They seem to be two sides of the same
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basic structure. By this, I suggest that there are several features in common
to mechanical and social interaction. They are within the same conceptual
domain. We want our presence to be recognized by our counterpart in a
social situation. If we feel neglected in some way, we do not get the feeling of
being part of the other person’s attention and hence no interaction is takingplace. There is no mutually interdependent relationship established if our
counterpart does not react to our presence in a way that lets us believe that
he or she is aware of us and that we make a difference to him or her.
7.1.2 Personification of the computer system
The computer and the human user, a game player for instance, make up a
system of interaction and interactivity. When being engaged in a computer
situation and especially when playing computer games of some kind, it iscommon for the user to adopt a way of thinking about the computer and the
game system as another person rather than an instrument or a dynamic
system for handling some task. One might think that the reason for this is
that computer games often do have animated (in the word’s meaning of
objects being given life that is) characters that are in the likeness of man (or
another animate being) or that there are human actors acting within the
game. The fact that many games might include the human voice as a central
part of their narration system can also be thought of as part of the reason for
this. In such cases, it is a natural mapping occurring. We experience ahuman voice and map this voice and its characteristics as human voice onto
the computer system in it self. However, even without the animated
characters and the human voice, users might conceptualize the computer as
another person rather than an instrument or a tool for performing a task.
The computer game system may also be addressed with pronouns suggesting
that it is conceived and understood as other person during game play. This is
easily observed when someone is playing a computer game or using a
computer for some other task. An observation made in real life does not have
high status as being scientific though, so to further ground this statement,that is, that computers are sometimes addressed and conceived as animate
beings rather than instruments (tools) I will refer to a more scientific study
of the phenomenon; ’The Computer as Alter’ (Scheibe, Erwin, 1979. 103-109.
See also Loftus, Loftus 1983, 87- 89 where they refer to this study). The
main purpose with the experiment reported was to record the spontaneous
verbalizations the subjects made during a 20 minutes session of computer
game play and from that data try to find out the answer to two hypotheses:
1) Subjects might show more evidence of personification of the computer inrelatively isolated settings.
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2) More personification occurs when the computer acts in a relatively
intelligent way than when it acts less intelligent.42
The study by was performed with 40 university undergraduates (20 males
and 20 females) as study subjects who where randomly set up to play one of five different versions of a computer game called GUESS in two different
locations. The versions of the game differed in the conditions on which the
computer game made its choice. The locations differed in that one location
was a large room with twelve terminals and other people in the room and the
other location was a smaller room with only one terminal and usually
unoccupied by other than the subject and the experimenter. The computer
game GUESS was a simple binary game that allowed the game player to
choose between two numbers, 1 and 0. The goal was to act in a way so that
the computer did not match the game players input. Each trial gave onepoint and the game was played until the subject or the computer had fifty
points. Each session of game play was recorded with a small tape recorder
placed in full view on top of the computer screen but no explicit information
about this was provided to the subjects. If asking about the recorder subjects
were told that they were being recorded since it was interesting to record
that what might be said during the experiment but not that this was the
main purpose for them being there. The experimenter was sitting by the
subject during the experiment but did not speak during the game session if
not directly addressed by the subject. The information of how the gameworked was provided by written language on the computer screen.
The result of the study showed that 39 of the 40 subjects did spontaneously
talk to and about the computer (or as I would rather say, the system of the
computer game and the computer understood as a PART–WHOLE structure)
as something animate and non-instrumental. They refereed to it as it (244
times), he (57 times), you (51) and they (6 times). That is in all 358 pronoun
references to the computer. Note that none of the subjects used the pronoun
she.43 The subjects showed affective responses and some of them asked if itwas not really a human providing the output from the computer system.
Scheibe and Erwin find in the verbalizations four basic categories: –
42 “When media conform to social and natural rules […] no instruction is necessary. People willautomatically become experts in how computers, television, interfaces, and new media work. Becausepeople have a strong bias toward social relationships and predictable environments, the more a mediatechnology is consistent with social and physical rules, the more enjoyable the technology will be to use.”(Reeves, Nass 1996, 8).43
On the reasons for this exclusion of the pronoun she I might only speculate. Maybe the computer at thetime of the study, 1979, was more associated with at the time prototypical male environments and maletasks. But this is nothing but a speculation.
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1) direct remarks to the computer (such as apologies for responding too
rapidly)
2) exclamations (such as “Wow” and “C’mon”)
3) commentary (such as “It seems to know what I’m going to do”)
4) questions to the experimenter (such as “Is there any system to it?”)
(Scheibe, Erwin 1979, 107).
This structure is very close to how the dialogue in Day of the Tentacle is
organized. See analysis of this game in paragraph 9.9.
The computer is easily conceptualized as another person. At least
momentarily and during an engaging task performing activity. It is not aneutral agent in socialization. The harder the game was, the more personal
pronouns the subjects used. That is; the more personification there was as
the hypothesis claimed. (Scheibe, Erwin 1979, 108). What we have here is a
sociological study and interaction with the computer system defined as social
interaction.
The above is also an analysis of the use of language in a computer game
situation. Language is an expressive and extroverted way of personificating
something outside one self. The study shows, as the categories tell, that thesubjects addressed the computer, and sometimes it was comments to the
experimenter.
I argue that this also works the other way around: there is a part of ones
Self/Selves within the computer game that I will call a Game Ego (see
chapter 8, for an elaborate discussion on this term). A computer game is a
structured bodily and social experience. Understanding a computer game
involves the act of playing the game. When playing certain computer games
one tends to identify with the game character(s) referring to it as ” I ” and” Me”. One might say, ” I just died” ”The enemy shot at me” and so on. This is
evident in ”simple” games like Space Invaders, Pac-Man, as well as in more
”complex” games like Duke Nukem 3D. Scheibe and Erwin also show this.
One of the subjects, a female that lost seven times in a row, did say “Oh,
shoot. It’s killing me” and later also “Come on. I’m going to beat you”
(Scheibe, Erwin 1979, 107-108. My emphasis). Not that there is a particular
Game Ego in the game GUESS but this shows that there is a tendency to
identify a relationship between the computer game system and the self as aninterpersonal relationship. Scheibe and Erwin (as do Loftus and Loftus
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without giving credit to the former) relate this phenomenon of
personification to a passage of the writings of the behaviorist/social
psychologist George Herbert Mead.
It is possible for inanimate objects, no less forhuman organisms, to form parts of the generalized…other for any given human individual, in so far as heresponds to such objects socially or in a socialmanner… Anything–any objects or set of objects,whether animate or inanimate, human or animal, ormerely physical–towards which he acts… socially isan element in what for him is the generalized other.(in Scheibe, Erwin, 108-109. Originally in Strauss1956, 213).
This indicates that we are (at least in our imagination) interacting with an
intelligent agent. So, we do tend to give the computer system some qualities
that make us interact on a social level with the system. With this in mind it
is now time to study Jens F. Jensen’s definitions of interactivity.
7.2 Jens F Jensen: An objective approach to interactivity
Jensen’s writings are concerned with (and favors) giving interactivity an
objective definition as continuum i.e. “as a quality which can be present to a
greater or lesser degree.” (Jensen 1998, 191). As Jensen remarks,interactivity and interactive media became buzzwords around 1993.44 They
have mainly so far had positive connotations in the press (Cf. Jensen 1998,
185, the example from News week). They are high tech, involve freedom,
choice, grassroots democracy etc. (Jensen 1998,185). Jensen does not
elaborate on the experience of interaction and/or interactivity. To exclude the
experience of interaction from the agenda is to give too much attention to
only a part of the process of interaction. It will, for instance, be hard to find
out what motivates subjects to interact in specific ways. If we, for instance,
take on an ecological approach to explore interaction, we will come to
different results. As Torben Grodal suggests:
An ecological theory of interaction must take theperspective of the agent and his behavior andexperience, not in some absolute ideas of ’trueinteraction’. (Grodal. His notes from a lecture inRouvaniemi 1999).
44
1993 was the year when Internet and The World Wide Web encountered a new broad “audience”.Households got wired. A huge amount of newspaper articles focused on the “new media” as did televisionand radio.
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Interaction in Jensen’s conception of it would typically mean exchange,
interplay, and mutual influence. He defines the term from its conception
within sociology, media and communication studies and how its is used
within informatics. Jensen finds that within the field of sociology the word
interaction always refer to the mutual relationship between two or morehumans, while in the case of informatics it always refer to the relationship
between a human and a machine, but not to the mutual relationship
between two or more humans mediated via a machine. In the case of media
and communication studies, the word refers to the relationship between a
reader and a text but also to the mediated social interaction. (Jensen 1998,
188-190). However do none of these conceptions and understandings of the
term interaction reveal anything about the experience of the interaction
since they do not take in account interacting with something or someone.
Although a computer game is preprogrammed to some extent, the gameplayer will often find that actions toward the game system will be gratifying
in one way or another. That is, interaction with the game will provide an
experience of interaction with and even within an environment that is
possible to manipulate and to be engaged in. There is a subjective difference
in how one conceives of interaction and interactivity in different situations.
Even if the game forces the game player to perform certain actions he or she
might still feel that he or she has control of the situation and that it is his or
her actions that control the game and not the other way around. As long as
the submission to the game is not too obvious, the experience will be one of
mutual influence and not the experience of a forced set of actions. It will be
an interactive situation and the subjective experience will be one of real
interaction. (See also chapter 8 of the present work and the discussion on
The Game Ego).
Difference making is perhaps one key here. Not the only key but one key
important enough to include in this context. Loftus and Loftus provide an
explanation to why we engage in games in the first place and why we keep
on playing them. In their explanation, they focus on the reinforcements one
gets while playing.
Central to all [theories of reinforcements], is theidea that any behavior that is followed byreinforcement will increase in frequency. In short,computer games that do something to make theplayer feel good will be played again and again.(Loftus, Loftus 1983, 14).
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We engage in game activities since we assume that they will make us feel
good. And if this assumption is recognized, i.e. if the game does make us feel
good, we will continue to play the game over and over again. As Loftus and
Loftus point out, the reinforcements are controlled in the game play to
maximize the time a game player will feel good and therefore continue to beengaged in the game. Devices that game designers use to achieve this are,
for instance, the rate of points given for the successful execution of actions
made, the possibility to beat a high score, the possibility to get a free game
once in a while, etc. Since their study is mainly, in this case, focused on
arcade games, the time a game player will be engaged in the game is
essential and so is of course his or her willingness to put in another coin or
two in the machine and play yet another game and yet another and so on.
Why is then this interaction with anthropomorphic agencies so gratifying?
The experience of the self as difference making and the experience of feeling
good are merged in the interaction with the world.45 It does not matter if the
world is a virtual game environment: the interaction within the virtual
world still makes a difference. This is so even if it is preprogrammed and the
final outcome of the interaction(s) in the long run will be possible to have a
notion of. In part, this notion of possible outcome might be the reason for
taking part in the interaction in first place. It is the excitement of
presumptions and expectations that make us engage in the game activityand the game environment. Either we are freshmen and engaging in the
game for the first time or we are experienced players. As freshmen we may
have heard friends talk about this or that game and want to try it out or as
experienced players we know very well what we are headed for and engage
in the game for that reason. The expert player might show off a little, reach
a high score, and hence get the admiration of his or her friends. In on-line
games such as Unreal or Quake, the expert player will have positive
feedback as reinforcements in the successful killing of his or her opponents.
There will be comments from his or her team mates and the name of theplayer will be displayed at certain situations in the game for everybody to
see. If I kill a lot of enemies while playing Unreal and not get killed myself
the system will grant me my name displayed and a comment like ” (o)Wolf
(SWE) is dominating” . This is a strong reinforcement and motivation for me
to carry on killing my opponents.
45 With feeling good I specifically mean feeling good as in goodness and feeling well as in healthy. Butgoodness is relative and related to the survival of the Game Ego or the game players own self. It is a
utmost subjective feeling and state of mind. One would probably not say playing Dungeon Keeper(Bullfrog 1997) successfully is an act of objective goodness (if something like that exists). The aim andmain goal of this particular game is to crush the good guys and bring the evil forces to victory.
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7.3 Brenda Laurel. Theatre as an Interface Metaphor
Brenda Laurel has as chosen a theatre metaphor for the human interaction
with computers. (Laurel 1993). Commenting on the developers of one of the
earliest computer games, Space War she touches upon two things that are
essential for the present work, namely action and participation.
They regarded the computer as a machine naturallysuited for representing things that you could see,control and play with. Its interesting potential laynot in its ability to perform calculations but in itscapacity to represent action in which humans could participate. (Laurel 1993, 1).
Well, this is good of course. Participation and action are the basis for
computer games. However, ” real life” is also a question of participation,
action, and interaction both in social contexts and more object related ones.
Something that is really not that different from one another as Scheibe and
Erwin show and that was the objective in paragraph 7.1.2. One does not
really need to link this to theatre. In Laurel’s work, much of what she claims
does not only go for theatre but also goes for real life. The theatre metaphor
is perhaps not that needed to describe some of the processes of interest, i.e.
processes of interaction within an environment and the social roles of
participants. The representation of action is perhaps what could be keptwithin a theatre metaphor. However, for reasons I will soon get back to,
many computer games would benefit from being considered not being
representations since they actually do incorporate things found also in real
life and that are possible to act out. Not to act as in theatre but to act as in
taking action that is.
One good thing in Laurel’s work is that she notes that there has been a
debate concerning the meaning of the concept of interactivity for quite some
time. The INtertainment conference in 1988 collapsed under the argumentsover this concept. There was obviously a great confusion about what
interactivity really means and most delegates seemed to have their own
ideas about it. (Laurel 1993, 20). What was probably going on was what
Jensen so systematically has pointed out: the confusion of terminology
blending several different understandings of the term interactivity and its
use within different fields of study. There were people from some of the areas
that Jensen covers i.e. from the business of personal computers (informatics
conception of interactivity and interaction) and computer games (media
conception of interactivity and interaction). However, this is not explicit inLaurel’s work, I suppose that there was also a case of blending and confusing
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of the terms interactivity and interaction. 1988 might not seem a long time
ago but at the time of writing (2001) it is actually like a geologic time span.
Laurel has earlier (in her 1986 doctoral dissertation) defined three variables
of interactivity as continuum that she refers to in Computers as Theatre (20)and that would go along with Jensen’s way of defining the term.
Interactivity for Laurel at this stage was possible to divide into three
measurable entities:
1) frequency (how often you could interact)
2) range (how many choices were available)
3) significance (how much the choices really affected matters)
Jens F. Jensen remarks that Laurel’s definition is within what he calls a
consultation pattern ” since choice is the reappearing term” (Jensen 1998,
196). Jensen does not mention anything about the fact that she had later
changed her opinion and revised this definition. Nor does John Alexander
who also somewhat misleading put the words "user" and "optimum
interactivity" in quotation marks, suggesting that Laurel has used those
terms in the context, which she has not (Alexander 1999, 186). What she
actually does write is that:
Optimizing frequency and range and significance inhuman choice-making will remain inadequate aslong as we conceive of the human as sitting on theother side of some barrier, poking at therepresentation with a joystick or a mouse or a virtual hand. (Laurel 1993, 21).
That is to say that these levels are not everything. Sensory immersion and
the tight coupling of kinesthetic input and visual response also matters in
giving the representation life.
You either feel yourself to be participating in theongoing action or you don’t. (Ibid. 20-21).
This is close to what Torben Grodal propsed in the notes for a lecture in
Rovaniemi 1999 and that has later been elaborated and published in his
article Video games and the pleasures of control (2000). His argument though
is concerned with the phase of automation of performing actions that in turn
probably will lead to a sense of not being engaged and participating in the
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ongoing action. Returning to Laurel, she continues to discuss the
participation of an agent:
The experience of interactivity is a thresholdyphenomenon, and it is also highly context-dependent. The search for a definition of interactivity diverts our attention from the realissue: How can people participate as agents withinrepresentational contexts? (Laurel 1993, 21).
The answer to this last question is, Laurel suggests, that we do know a lot
about how people participate in such representational contexts through the
study of theatre. Actors and small children do participate in a representation
while playing make-believe stories. There are two good reasons for
considering theatre as the fundamental structure for thinking about anddesigning human-computer experiences Laurel states (Ibid. 21):
Theater is representing actions with multiple agents.
Theatre gives a basis for a model of human-computer activity that is
familiar, comprehensible, and evocative.
Laurel notes that several voices have been raised against the theatre
metaphor on the following grounds: It is entertainment and can
entertainment be serious? Will the theatre metaphor draw attention fromthe work to be done? Might the graphical approach be too decorative Laurel
asks? The graphics is an indispensable part of the representation itself.
Theatre gives good representation and the representation is all there is she
claims. This is not a quote but the essence of what Laurel writes on page 22.
In contrast to this, I would say that there is not representation of something
in some (maybe even most) computer games when it comes to the core of
subject matter of a game and its manifestations. Consider Pac-Man for
instance. The maze in Pac-Man making up the game board and the game
environment really is a maze. The hunt is a hunt. The actions performed are
performed. It is a real hunt, not a fake one. The way it is performed with a
Game Ego is in some respects different from running around being hunted
by ghosts in real life (if now there are ghosts in real life that is).
Nevertheless the experience is quite similar and uses to a large extent the
same motor based cognitive schemas. We do not need to use theatre to frame
this. Real life is enough since it provides the basis for understanding of our
being. The theatre metaphor in itself might divert us from the real issue, to
paraphrase Laurel: The issue is how do we get a feeling of being within anenvironment. What is the basis for our sensory awareness of being? John
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Alexander, whom we soon will turn our attention to for a more elaborate
discussion on his ideas and what he calls ” viewer interaction” , would
probably reject the idea of Pac-Man not being a representation, a simulation
of something else. In his understanding, a game is make-believe, as are
fiction films, novels etc. A game of chess is like a battle but is not a battle, heclaims. (Alexander 1999, 29). Well, of course this depends on the meaning
one assigns the word battle. It has its conceptual basis in the same thing:
two concurring parties trying to defeat each other on a battle ground, and we
have this in chess. A way to solve this problem of real contra simulation
would be to use Lakoff and Johnson’s metaphor theory that makes up the
basis for their theory on cognition. The metaphorical structuring of mind
uses the ” real world” and maps this onto ” fiction” . I would not suggest that
we are not capable of discerning that what Alexander calls reality from that
what he calls fiction. Indeed, he himself uses the word metaphor to clarifythe relation between these two experiences. However, he does not seem use
metaphor in the way Lakoff and Johnson suggest i.e. in an embodied sense
as a neural structure.
To get back to Laurel, she finds that human-computer activities can be
divided into two categories:
1) productive (e.g. word processing. This is aimed at an outcome of some sort
in the real world).
2) experiential (e.g. computer games. This is aimed at the process of playing
the game).
Seriousness in both drama and human-computeractivities is a function of the subject and itstreatment in both formal and stylistic terms. Dramaprovides means for representing the whole spectrumof activity from the ridiculous to the sublime.
(Laurel 1993, 23).
I would suggest that there is often a level of social interaction in the
experience of playing a computer game. We do as Scheibe and Erwin have
shown, animate the computer (or the computer game system) when using it
and playing games on/in/with it. Laurel, in turn, stresses that multi-modal
activities do make us more prone to be sensorily immersed in a game or a
computer activity:
The linkage between visual, kinesthetic, andauditory modalities is the key to the sense of immersion that is created by many computer games,
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simulations, and virtual-reality systems. (Laurel1993, 161).
Again, is theatre really needed to explain this? If we are to take
Münsterberg, Bordwell, and Branigan seriously, the human mind is in itself
the material that makes narration possible. The meaningfulness of life
comes not from theatre but from the structures, that handles our daily life.
Daily life consist of routines of different kinds. Taking part in drama and
theatre might be one such routine. However to make meaning out of drama
one must understand life. Drama and theatre do mirror life but its is life
itself, living, that makes drama possible in the first place. Drama and
theater may condense aspects of life and put forth salient schemas of how we
behave, that is true. But maybe theatre as a metaphor is a distraction when
trying to find the basis for being.
Having already made some comments on John Alexander’s work and what
he calls ” Viewer Interaction” it is now time for a closer study of his work.
7.4 John Alexander: audiovisual narrative and viewer interaction
First let me point out that Alexander’s doctoral dissertation Screen Play:
Audiovisual Narrative and Viewer Interaction makes some good points on
how what he calls viewers constructs narratives from audio visual material.
He does incorporate game theory in his work and shows the usefulness of such an approach in the study of audio visual media at large. Game theory,
film as play and viewer interaction are the keywords for John Alexander. To
my disappointment however, Alexander constantly use the word viewer in
his introduction to define the human recipient of the film event. It is used
extensively as to really make sure that the reader will not miss the fact that
is the experience of viewing that is of interest. Alexander even provides an
explanation for why he has chosen the word viewer rather than spectator,
observer, user, player and interactor:
The choice of ’viewer’ may seem at odds with theproposal that ’speculation’ is part of the viewer’splaying process – a word that shares the sameetymological root with spectator, yet, this is an issuecentral to the thesis – screen play consists of bothspeculation, but also the identification of/withdilemma and assimilation of insights – levels of participation better articulated through ’points of view’ than ’spectatorship’ or ’observation’.(Alexander 1999, 10. Alexander’s italics).
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User and interactor are excluded on the grounds that are overstating the
role of psychological processes involved. Player is omitted since it ” may be
misconstrued by virtue of the breadth of the word’s applications” . (Alexander
1999, 10). Well, viewer is not narrow in that particular meaning since it
might be applied to a person both seeing and hearing stuff obviously. Hedoes not consider to use participant or ” constructor” or any such term that
could be used instead and besides this he completely misses the fact that he
deals with audiovisual narratives and hence in a way is himself overstating
one sense on behalf of all other. Which in turn is something that he
obviously is anxious not to do. Furthermore, he uses the construction
Audiovisual Narrative and Viewer Interaction… well think about it. What
does that imply on the term viewer if not a broad application of the term
viewer? Maybe this is not entirely his own misconception. He is in good
company when using such terminology, as I have put forth in chapter 3, andthe discussion on point of view.
Let us now leave this and instead be concerned with how Alexander uses the
term interaction. He recognizes that interaction is:
[…]the subjective process between game and player,between stimulation and story; interface is thecommon boundary between narrativecomprehension – the screen, the page, the gameboard. (Alexander 1999, 212).
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According to Alexander the film viewer is a game player performing a screen
play since, as he writes:
[…] screen play consists of both speculation, but also
the identification of/with dilemma and assimilationof insights – levels of participation, betterarticulated through ” points of view” than” spectatorship” or ” observation” . (Ibid. 10).
That is to say: to have ’point of view’ is to be participating within the screen
play through the mere recognizing of situations within the story through
visual means. Speculation on the other hand is coupled to strategic thinking
and theories of game play. It is the active process of thinking ahead of the
story and trying to find out of things may work out.
Computers do not generate narratives, Alexander claims. Rather they
generate the pretext for the construction of narratives. (Ibid. 7). However, if
we are to follow the theses of Bordwell and Branigan so does any media. This
is, in other words, nothing that is a unique feature of the computer. It is also
somewhat misleading to say just that computers do not generate narratives.
A computer is nothing else than hardware. It is not until there is an
interaction process between a computer system consisting of
hardware/software and human that we will have something like a narrative
at some instance.
Alexander uses the term “optimum interactivity” to designate how a "user" is
allowed to do what he or she wants when he or she wants to do it. He is
questioning the interactivity of computer games since they are as he writes,
“after all, limited to the options provided by the software programme” .
(Alexander 1999, 7). Computer game interactivity can position a player with
a limitation of options, rather than an extension of options”. (Ibid. 8).
Optimum interactivity must as I understand it means that one can do
anything one wants at any time all the time without being endangered. All
environments will have constraints of one kind or another. This is maybe not
so fruitful after all. This means the unlimited and unconstrained exertion of
force of some kind or maybe even the realization of every possible thought
that can appear within the human mind. Optimum interactivity is
impossible for all beings (with the possible exception of God who is
almighty). To question the interactivity obtainable in computer games is of
no more value than to question our being within the “real world”. It would
probably be more fruitful to examine the limitations and constraints of interaction within computer games constructively. Be it in “real life” or in a
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computer game you can only act location-wise anyhow. The place where you
are constrains your actions and your interactions with the environment as
J.J. Gibson’s ecological approach to visual perception shows. (See especially
Gibson 1986, chapter 8 which is an elaborate version of the article The
Theory of Affordances in Shaw and Bransford. Perceiving, Acting and Knowing). Moreover, as Lakoff and Johnson explain with the
ACTION–LOCATION metaphor, certain actions designate not only the
action but also the location where the action is performed.
Alexander furthermore describes the difference between computer games
and narrative film as the absence of character in computer games, an
impedant narrative trajectory, a random narrative trajectory and the
indeterminate or self-determined duration of play. This can be compared to
Narayanan’s paper Embodiment in Language Understanding (1996). According to Narayanan, comprehending a story corresponds to finding the
set of trajectories that satisfy the constraints of the story and that are
consistent with the domain knowledge. This may involve filling in missing
values for the abstract domain features, as well as inferring values for
unmentioned target features implied by the story. The most probable
trajectory can then be retrieved as the most likely explanation of the story.
Features with highly selective posterior distributions are likely to be present
in the recall of the story.
To conclude this discussion on Alexander’s work let me clarify that one good
and important side of it is his definition of narrative as game. This definition
diversifies the abstract narrative from form - and emphasizes the experience
of narrative and its subjective interpretation. Narrative is the subject for
narratology i.e. the study of text. Narrative experience on the other hand is
possible to study within the field of cognitive psychology, phenomenology,
reception studies and so on. (Cf. Alexander 1999, 35).
Let us now go on to an alternative approach to interactivity and interactionwith its basis in the experientialist theory of cognition.
7.5 Mark Johnson and George Lakoff: a subjective and experiential approach to interactivity and interaction
In the work of Mark Johnson and George Lakoff interaction is ever present
both implicit and explicit. The agency of the human being, i.e. our ability to
act within the world is a foundation for our concepts of interaction and
agency.
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Let us first study how Mark Johnson uses the term interaction. Johnson
does not provide an explicit definition of interaction. However, one can
extract what interaction means in his understanding of the term by looking
closer at his text. He goes from an argument on how complex structures of
meaning is generated by image schematic structures of experience (discussedin chapter 5 of the present work) and arrives at “a second ever present
dimension of our experience, that of forceful interaction.” (Johnson 1990, 41).
Forceful interaction supplements the analyses of boundedness and the
container schemas with considerations of motion, directedness of action,
degree of intensity and structure of causal interaction. Johnson uses the
term interaction in explaining the pre-conceptual gestalt structures
characteristics for force (Ibid. 41-43). I.e. in his words ” their nature as
coherent, meaningful, unified wholes within our experience and cognition.
(Ibid. 41). To further ground how Johnson thinks about interaction considerthe following quotes:
In order to survive as organisms, we must interactwith our environment. All such causal interactionrequires the exertion of force, either as we act uponthe other objects, or as we are acted upon by them.Therefore, in our efforts at comprehending ourexperience, structures of force come to play a centralrole. Since our experience is held together byforceful activity, our web of meanings is connectedby the structures of such activity. (Ibid. 42).
This means that bodily motor action is of importance for our conceptual
structures and this we have taken part of in chapter 5. Furthermore, it
stresses that the experiences of interaction are experiences of force. To
continue this argument:
We easily forget that our bodies are clusters of forces
and that every event of which we are a part consists,minimally of forces in interaction. However, amoment’s reflection reveals that our daily reality isone massive series of forceful causal sequences. Wedo notice such forces when they are extraordinarystrong, or when they are not balanced off by otherforces. (Ibid. 42).
[…] force is always experienced through interaction.We become aware of force as it affects us or someobject in our perceptual field. (Ibid 43).
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Note the use of the term "perceptual field" here. This concept is traceable to
Gibson and is a concept I use in the analyses below as describing the total
field of possible perception within game environment.
There is no schema for force that does not involveinteraction or potential interaction. (Ibid. 43).
[…] because we experience force via interaction,there is always a structure or sequence of causalityinvolved. (Ibid. 44).
To summarize this: Interaction for Johnson is the exertion of force up on us
by the environment or vice versa. Interaction is causal. It has a reason for its
exertion. Interaction is what holds our conceptual system together. Force
and interaction are tightly coupled since the experience of force is alwaysrelated to interaction or potential interaction. This is to say that interaction
must not always be acted out but may be conceived as a possibility. This
means that interactivity is the possibility for interaction embedded within
the causal situation.
In Women, Fire and Dangerous Things, Lakoff shows a similar
understanding of interaction. In relation to Eleanor Rosh’s work on basic-
level structures (see also paragraph 5.2 of the present work) he writes:
What determines basic level structure is a matter of correlations: the overall perceived PART–WHOLEstructure of an object correlates with our motorinteraction with that object and with the functionsof the parts (and our knowledge of those functions).It is important to realize that these are not purelyobjective and ” in the world” ; rather they have to dowith the world as we interact with it: as we perceiveit, imagine it, affect it with our bodies, and gainknowledge of it. (Lakoff 1987a, 50).
[…] the relevant notion of a property is notsomething objectively in the world of any being; it israther what we will refer to as an interactionalproperty–the result of our bodies and cognitiveapparatus. Such interactional properties formclusters in our experience, and prototype and basic-level structure can reflect such clusterings. (Lakoff 1987a, 51).
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In Lakoff and Johnson’s co-written Metaphors We Live By we also find
interaction used in this way:
[…] the structure of our spatial concepts emergesfrom our constant spatial experience, that is, ourinteraction with the physical environment. (Lakoff,Johnson 1980, 56-57).
Newton’s theories on physics are close to the structures of how the mind
works in this model and way of understanding. How may we relate Newton’s
conception and understanding of the world to Johnson? Is it that the
language is common to them or is it that the underlying structures are very
similar, i.e. that Newtonian mechanics and even Euclidean geometry do
match the structures that organizes our minds? We do conceive of the world
as Newtonian mechanics rather than Einstein’s relative universe or asquantum mechanics. This has been noted also by Edward Branigan.
(Branigan 1997, 103). An alternative approach to how we understand the
surrounding world, or environment, is as has been shown, J. J Gibson’s
theory on ecological visual perception. However, it does not differ that much
in this specific respect to how we conceive of the world.
The work of Lakoff Johnson shows the basis on which we make our concepts
of interaction and agency. Interaction is agency i,e. the exertion of force.
Interaction is what an agent performs within an environment. In addition, itis what the environment performs on the agent. It is the mutual interchange
that is in focus. The interaction may be constrained or encouraged by the
surrounding environment in which the agent is due to the affordances and
constraints the layout reveals.
7.6 Summary
Having now come to terms with what a subjective experience understanding
of interaction would mean we can conclude this chapter on interaction withsome basic outline of this idea before taking on what I will call the Game
Ego.
Interaction is agency. That is, interaction is what an agent performs within
an environment. The environment and the agent – the animal performing
actions – are interdependent. The environment affords the agent to perform
certain actions and put constraints on other actions.
Interactivity is the quality that describes how the interaction is performed.Interaction always involves agency of some sort and interactivity is the term
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to designate that interaction is possible. Jens F Jensen’s idea to use
interactivity to designate the process of mediated communication is perhaps
not the best way possible. To get more consistency in the use of language I
would suggest that we forget about the term interactive in constructions like
” interactive games” and instead use a term in a more Gibsonian fashion:interactable. That would stress that there is an affordance within the game,
that is interactable and that interacts with the game player. That is to say,
that there is something that is the essence of interaction, i.e. a basic
property that is immediately perceivable and that ends up in agent action
and environmental interaction.
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8 The Game Ego
In the following chapter I will argue and show that, when playing computer
games, we construct an abstract cognitive model of a Game Ego. The Game
Ego has its basis in the tactile motor/kinesthetic link between us as game
players and the controllable object within the game we are playing. The
Game Ego can be thought of as a container in accordance with the
experientialist theory of cognition. Our bodily container (see chapters 2 and
5) extends into the computer and can perform actions in the game via this
tactile motor/kinesthetic link. Tactility as such as part of the game interface,
is not yet as developed as it might be. What the game player can physically
touch differs from game to game and interface to interface. It might be a
keyboard, a mouse, a joystick, a steering wheel etc. but nevertheless: thegame player is physically connected to the action in the game environment
through this link. The player is able to activate, through cues from the
interface of the computer game, a simulation of a fictious world inside the
computer. The game player can also experience him- or herself outside the
game, sitting in front of the computer playing the game in a non-simulated
environment. A computer game player is conceptually a part of the game
system.
8.1
I dreamt I was Brigitte Bardot and that I kissed me: The Subject and the Self
Since a large part of this dissertation is concerned with Being, Point of Being
and the concept of a Game Ego, it is necessary to discuss the problem of The
self and the Subject, that do have its place within Lakoff’s and Johnson’s
thinking, as well as in my theoretical framework.46 The following paragraph
draws mainly on three sources: Lakoff’s Multiple Selves (1993) and Sorry I’m
Not Myself Today (1996). Also chapter 13, The Self, of Lakoff and Johnson’s
Philosophy in the Flesh (1999) is referred to. The latter text elaborates onwhat Lakoff noted in the two former ones. I consider this chapter of Lakoff
and Johnson’s book as a very important part of the framework suggested in
this dissertation.
46 The Self is also a central part of the theories put forth within social behaviorism and the lectures of George Herbert Mead (Cf. Mead 1934).
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The Self is a troublesome concept of mind. As Lakoff and Johnson show in
chapter 13 of Philosophy in the Flesh, there is a conceptualization of a split
or bifurcated person in play here not fully consistent with the idea of an
embodied mind.
Lakoff suggest that to understand a sentence like “I dreamt I was Brigitte
Bardot and that I kissed me” (an example first put forth by Jim MacCawley)
one has to conceptualize a person as consisting of two parts. (Lakoff 1996,
93). There is a formal structure of such a sentence that is a bit confusing.
What is the reference of I, Me, and Myself? Lakoff notes that there has been
and still is a general assumption that these are first person pronouns that
all refer to the same person; the speaker of the sentence. However, this can
not be the case Lakoff claims. For the analysis of the sentence “I dreamt I
was Brigitte Bardot and that I kissed me” Lakoff uses the terminology of Andrew Lakoff and Miles Becker (Lakoff, Becker 1991). The Subject, George
Lakoff understands as being the locus of subjective experience i.e.
consciousness, perception, judgement, will and capacity to feel. The Self is in
Lakoff’s discussion outlined as being the body. However, this is just in the
first part of the discussion and is later elaborated. A sentence like the one
cited is violating the condition that first-person pronouns always refer to the
speaker of the sentence.47 The Subject (consciousness etc.) of the speaker is
within the other person’s Self that is, within the other person’s body. As
George Lakoff explains it:
“ I is conceptualized as split into two parts: call them Subject-of-I and Self-of-I . Similarly you areconceptualized as split into Subject-of-you and Self-of-you. (Lakoff 1996, 93).
The Subject-of-I occupies the locus of Self-of-you. To make it a little simpler:
The body is a container for the Subject. The container is the Self. (Ibid. 103).
The container has the physical characteristics of a person, it social roles etc.Fauconnier’s theory of mental spaces is needed to express the meaning of
sentences that go beyond formal logic, such as the sentence exemplified, that
suggest a Subject/Self split. (Ibid. 98). 48
It is now time for a comment that relates this to the present work. While
playing computer games a game player is in a state of play and if the game
contains a Game Ego of some sort we will find a similar Subject/Self split.
47
This is what logic and formal linguistics assume. Lakoff comments on this and admits that he is one of the scholars who advocated this assumption during the 1960s. (Lakoff 1996)48 See also the discussion in chapter 5 of the present work on the integrated theory of metaphor.
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There are two (conceptual) metaphors that can describe this. The Divided
Person metaphor and the Projected-Subject metaphor described below:
A person is an ensemble (containing one person, the Subject, and at least one
other entity, a Self).
The experiencing consciousness is the Subject.
The bodily and functional aspects of a person constitutes a Self.
The relationship between Subject and Self is spatial: the Subject is normally
either inside, in possession of, or above, the Self. (Ibid. 102).
The Subject cannot act within the environment without the Self. It can
reason but not act. The Self can act directly in the environment. The Self isacting and the Subject is reasoning.
This is the core of a Game Ego. There is one part acting and one part making
sense of the actions taken. To get deeper into this let us now turn our
attention to what Lakoff and Johnson calls The Objective-Subject metaphor.
In this structure, the Self is a Container for the Subject. Being subjective is
staying inside the Self. Being objective is going outside the Self.
Source Domain Knowledge: When one is inside a container one cannot see
the outside of the container, the part that others see. Only when one is
outside the container can one see it. One is normally inside, and going
outside takes more effort and more control than being inside.
Target Domain Knowledge: When one is being subjective, one can not know
the Self that others know. Only when one is being objective, can one know
oneself as others do. One is normally subjective, and being objective takes
more effort and more control than being subjective. (Lakoff, Johnson 1999,
103 and 275).
One may also loose one’s Self. The Self is a possession of the Subject. Control
of Self by Subject is possession. Loss of control is loss of possession.
The source domain knowledge for this is: If a possession of yours is taken,
then you no longer have it.
The target domain knowledge for this is: If something takes control of you,
you no longer have control.
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Since this is study of playing computer games and how to apply a theoretical
framework of cognitive theory to this game playing, (or to describe game
playing with the help of insights into experientialist cognitive theory
concerned with the human conceptual system) we have at least two main
areas of research: the game play as such, i.e. the body/mind state of gameplaying and secondly the game player’s description of game playing. What I
am suggesting is that while playing computer games one does project ones
Subject onto a Game Ego that is another Self and/or an extension of one’s
own Self. As Lakoff and Johnson suggest, we can have one or more selves.
The strength of the other Self, i.e. its integrity is interesting. How “strong” is
the Game Ego and why is it that we do conceive of the Game Ego as a part of
one’s Self? Playing computer games is an act of subjective performative
interaction. It is a subjective experience. As Lakoff puts it: ” The Self acts in
the world.” (Lakoff 1996, 110). Furthermore: ” The Self is the object otherpeople see while looking at us from our outside. We do not have access to our
outside, to our self easily” . (Ibid. 102). I suggest that a Game Ego provides
such an access to a Self.
We also show traces of a conception of a split bifurcated person giving a
reflexive statement about a game session. One really is the Game Ego to
some respect since ones motor action is highly involved in the game play, i.e.
in controlling the Game Ego and trying to master the game/game
environment. The mental space for this projection, the possible space of thegame environment, is where the Game Ego resides and acts.
8.2 The Self and the identity: Subjective Experience
The Subject/Self distinction is also discussed and elaborated in Lakoff and
Johnson’s Philosophy in the Flesh (267-289). There is not one such
Subject/Self distinction but many. There is no possibility to reduce them to
one consistent conception of Subject and Self. The many different
distinctions are not even consistent. However, they do express universalexperiences and do form universal metaphors that in turn seem unavoidable,
which are grounded in other universal experiences. (Lakoff, Johnson 1999,
268). This means that there is a cross-domain mapping going on. Lakoff and
Johnson points out the obvious: there is a contradiction between how we
conceive of the Subject and Self and the findings of cognitive science.
However, the conception of the Subject is not embodied within the Divided-
Person metaphor. The Subject within the Self has an existence in our
conceptualization of it as independent of the Self (of the body). This is
inconsistent with what we know about the human mind. Moreover, we use
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this distinction every time we make an utterance like “I was not myself!” and
such.
What is then a Subjective Experience? In the integrated theory of metaphor
Lakoff and Johnson claim that, drawing on the work of C. Johnson, Grady,Narayanan, Fauconnier and Turner, the answer is quite simple:
sensorimotor experiences are what structure subjective experiences. This
means that sensorimotor experiences are the source domain and the
subjective experience is the target domain. This is only partly coherent with
the Subject/Self distinction that they describe (Lakoff, Johnson 1999, chapter
13). The Subject is normally residing within the Self. The Self is that what
acts in and upon the world. However, the Subject is conceived of as being
independent of the Self (the body). The conception of the Subject-Self is a
part of the cognitive unconscious.
There is, writes Lakoff and Johnson, a single, general metaphor schema that
all subject-Self metaphors relate to and of which they are special cases.
(Lakoff, Johnson 1999, 269). There is a basic structure to the Subject-Self
system of metaphor. It is grounded in four types of everyday experiences:
manipulating objects,
being located in space,
entering into social relations, and
empathic projection-conceptually projecting one’s Self onto someone else, as
when a child imitates a parent.
Lakoff and Johnson notice that there is also the notion founded in the folk
theory of essence concerning the real Self. The real Self is the Self among all
other selves a whole person may have that really is the essence of that
person. There is only one Self compatible with the essence and that is thetrue or real Self. (Lakoff, Johnson 1999, 269). This gives to show that the
Subject-Self metaphorical system in its general outline is a description of
what computer game playing is about. When playing computer games, we
are manipulating objects and through this we also get a feeling of being
located in space (that also has ACTION–LOCATION metaphorical
structures. See the discussion in paragraph 5.3.3 of the present work and
Lakoff, Johnson 1999, 204-205). We are entering social relations and project
the Self onto someone else through the tactile motor/kinesthetic link to the
Game Ego.
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8.2.1 The Subject and The Self/Selves
The Subject in Lakoff and Johnson’s theory is “that aspect of a person that is
the experiencing consciousness and the locus of reason, will and judgement,
which by its nature, exists only in the present.” (Lakoff, Johnson 1999, 269).
The Self is that part of a person that is not pickedout by the Subject. This includes the body, socialroles, past states, and actions in the world. Therecan be more than one Self. And each Self isconceptualized metaphorically as either a person, anobject, or a location. (Lakoff, Johnson 1999, 269).
In this context, it is important to note that a Game Ego is primarily a
function. It need not necessarily be manifest within the visual container of
the game or be within the sound-scape of the game. Rather, it is a way of controlling the visual container and its content as well as the sound-scape.
That is to say that the Game Ego is not necessarily a fully visible character
in the game. It is that part of a game that allows and exerts action in the
game environment. In games like Tetris, which are often for some strange
reason called ” abstract games” although they are very concrete in their
objectives and their manifestations of manipulable objects, this function of
manipulation is important. There is an agency in the game which is not
visible but still the result of the actions taken are definitely visible. There is
a definite and clear presence of an agent in the game.
The Game Ego is the agency that exerts force upon the game environment
and that the game environment exerts its force upon. As also Joseph D.
Anderson notes, the proprioceptive system of our human body/mind is
always at work.
Knowing where we are is so basic to our survival, sofundamental to our perception, that we are
uncomfortable with disorientation, and we panicwhen we are lost. The senses, especially vision andaudition, work together with proprioceptive systemsto provide veridical perception of where we are at alltimes. (Anderson 1996,112).
We can make a link here to the work of John Alexander. If we accept that
Anderson is right in claiming the importance of our proprioceptive systems,
this will have consequences for how our being within an audiviusal
environment such as a movie or computer game is established. To look and
not blink is the essence of Hitchcock’s movie ROPE (1948) Alexander
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suggests. (Alexander 1999, 131). He compares this movie and its unusually
long takes and masked edit points to the average take of a commercial film
that is about ten seconds (Ibid. 130). Well maybe this is so statistically.
However, a statistical take does not necessarily exist in the real world. It is
nothing more than an average. It only means that if you count all takes in amovie and divide the number of takes with the runtime of the film you end
up with a value designating nothing more than a mathematical process. It
has really little to do with the film material analyzed. This is of course a
” point of view” based assumption of movies. The camera in ROPE is used as a
hypothetical- (Branigan) or an invisible- (Bordwell) observer i.e. an un-
noticed character in the movie. Hitchcock did this movie as a stunt. He did
however maintain his usual rhythm and pacing, he claims. (Truffaut 1968,
135-136. Also quoted in Alexander 1999,130). However, in a way, computer
games like Unreal perform the same stunt then. Not so that the observingand participating character goes unnoticed (even if it is an option since such
games often allows a guest mode in which one just observes the game play
without affecting it). We do not conceive of this as being the least strange or
troublesome. It is part of the game environment construction and the point
of being within the game in interaction with this environment. Our visual
experience is more like a game of Unreal Tournament than Hitchcock’s ROPE
or Tarkovsky’s STALKER (1979) for that matter, in that manner that we are
able to shift our field of view very rapidly, from left to right for instance, by
turning our heads or moving our eyes. Since the Game Ego is really a part of
the game player in a PART–WHOLE configuration, the blinking of the game
player's eyes are enough. There is no need for editing here. One could argue
that the use of warp zones in the game environment is like an edit and so it
is. It is a question of relocation often combined with a sound that
corresponds to and enhances the feeling of relocation.49 We change places
when using warp zones. However, this is a known feature of this kind of
games. To further ground this we can consider Gibson and his remarks on
the field of view. (Gibson 1986, 111-112). Our noses stick into this field andare an integral part of it. We do not need to blink with the camera since we
blink ourselves. We do not need to put a nose into the field of view of the
movie screen (or computer screen for that matter) since we already have one
in our field of view. When playing computer games, we try to find our
position within the game environment. We can put the above in relation how
49 This is obvious in Tarkovsky's Stalker. When entering the heavily guarded Zone there is a sound
composition that clearly marks this event as a shift of location. The sound of a railway trolley is slowlymixed with echoing sounds of musical instruments. The rhythms of the sounds merge and manifests thefeeling of change of location. See also my analysis of Myst in chapter 9.
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Mark Johnson understands interaction and that we have touched upon in
the previous chapter:
We have bodies that are acted upon by ’external’ and’internal’ forces such as gravity, light, heat, wind,bodily processes, and the obtrusion of other physicalobjects. Such interactions constitute our firstencounters with forces, and they reveal patternedrecurring relations between ourselves and ourenvironment. Such patterns develop as measuringstructures through which our world begins to exhibita measure of coherence, regularity, andintelligibility.
Soon we begin to realize that we, too, can be sources
of force on our bodies and other objects outside us.We learn to move our bodies and to manipulateobjects such that we are the centers of force. Aboveall, we develop patterns for interacting forcefullywith our environment–we grab toys, raise the cup toour lips, pull our bodies through space. Weencounter obstacles that exert force on us, and wefind that we can exert force in going around, over, orthrough those objects that resist us. Sometimes weare frustrated, defeated, and impotent in ourforceful action. Other times we are powerful andsuccessful. Slowly we expand the meaning of ’force’.In each of these motor activities there are repeatablepatterns that come to identify that particularforceful action. These patterns are embodied andgive coherent, meaningful structure to our physicalexperience at a preconceptual level, though we areeventually taught names for at least some of thesepatterns, and can discuss them in the abstract. Of course, we formulate a concept of ’force’, which wecan explicate in propositional terms. But itsmeaning–the meaning it identifies–goes deeper thanour conceptual and propositional understanding.(Johnson 1990, 13. Johnson’s italics).
From this quote, we get a further elaboration on how metaphorical
structures map our interaction with an environment onto more abstract
concepts. As noted in chapter 5 (on Conceptual Blending, 79), pressing a
specific button while playing a computer game means more than just
pressing a button. It may designate a command like ” Walk” , ” Run” , ” LookLeft” , ” Fire Weapon” , ” Jump” etc. This, the exertion of force, leads us into the
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core question on how this is actually performed in computer games i.e. into
the question of controllability, which is the topic of the next paragraph.
8.3 Controllability I: Film interface versus computer game interface
What follows is a discussion on how film and computer games
“communicate” with their users regarding the production and presentation of
space and the identification processes.
8.3.1 Film interface
That a computer environment has an interface between itself and the human
mind is a well-accepted and working model of the relation between human
computer users and computer systems. That a film has an interface is
perhaps not so obvious and the concept of interface in not so commonly usedwhen analyzing film. Joseph D. Anderson uses the term interface in his The
Reality of Illusion (161). However, it is not elaborated as a useful term. Also
John Alexander uses the term interface to describe the boundary between a
film narrative and a viewer. In Alexander’s theory these are the game and
the player respectively, although game can also be “narration itself”
(Alexander 1999, 35 and 212). Alexander in turn draws on the work of John
Barry who notes that an interface in the most general sense is a “link” or a
“connection”. (Alexander 1999, 212).
However, I do believe that if we used the term interface more when
discussing film and film theory we would gain some insights to film as a
system. We would gain a deeper understanding of how a film considered as
medium, creates the raw material for spatial understanding of the diegetic
world, how characters within this world are construed by the perceiver etc.
A film has an interface between itself and the human mind. It consists of
sounds and images organized linearly in time. The events and objects seen
and heard do not need to be linear or causal within the narrative, story, orcontinuum of the film but they are presented in a linear mode i.e. nothing
the film perceiver does can affect the structuring of events within the
medium. (Cf. Grodal’s Rovaniemi lecture notes where he remarks that the
linear structure is not obvious in the unique one-time viewing situation).
There are established conventions of how time is represented in a film e.g. a
sequence in black and white with out-of-focus boundaries and a voice-over
could be a representation of a recollection of a diegetic character. Film works
mainly towards our perception of representative sounds and representative
images. It does so in a mode that makes the film perceiver passive in
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meeting time i.e. the time metaphor of the film interface is time (like a
moving object) passing a non-moving perceiver while many computer games
have an interface where time is moving as well as the Game Ego is passing
through time. 50 Some things will not happen if the game player does not
execute certain actions. That is: actions turn into events of the game. Eventshave duration over time. Time can be the main organizing factor in both film
and computer games. (Cf. chapter 5, paragraphs 5.4.4.1to 5.4.4.3).
The film interface is a transmittative one. It communicates one-way and
shuts the film perceiver out of possible actions that could affect the way in
which the linear presentation of sounds and images are made.
Important to the theory on cognition, emotion and visual fiction put forth by
Torben Grodal is that film can be thought of as a linear emotionalmanipulation. (Grodal 1994 and 1999b). We take part in a film because we
want to be emotionally affected in one way or another. When we play a game
we have the goal to win the game i.e. to ”be number one” and conquer the
other players, who in the case of computer games can be humans or a
computer application of some algorithms i.e some kind of agency acting upon
us. This, the goal to win, is also a kind of emotional state. I am definitely not
suggesting that we are passive receivers when taking part in a movie. We
must perform acts of decoding, understanding and making meaning of the
system of information that constitutes the movie. We are involved in themovie and are able to relate things we hear and see to things of which we
have bodily and social experience, and build our understanding of the movie
on these relationships. This is part of the cognitive unconscious. We are not
aware of all these processes but our mind is performing them nevertheless.
As Grodal points out, we can, when we see coffee drinking on the screen,
relate this to our own experience of coffee drinking and simulate a feeling of
a coffee cup in our hands, the taste of coffee in our mouth, the smell of coffee
in our nose etc. However, this is not simply a choice we make. Coffee
drinking on the screen may activate a neural cluster of the experience of coffee drinking. However, not necessarily. And not voluntarily. (Grodal
1999b, 22).
In addition to this, we may even want to interact motorically with the movie
but whatever we do will have no effect in the pre-organized story line, the
syuzhet, within the movie. It could and will, however, affect the way we
interpret the story line.
50 The time metaphor is discussed, explained and exemplified in Lakoff 1993, 14-16. It is also discussed atlength in Lakoff, Johnson 1999, chapter 10 i.e. 137-169).
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8.3.2 Computer game interface
Let us now broaden the idea of an interface and understand it as part of an
environment. Gibson’s three elements of an environment (substance,
medium and surface) again prove to be useful. We then have a model of
understanding consisting of a primary surface for actions taken. It will get a
little troublesome, though, to apply this to a computer system. However, the
surface is the interface that not separates but connects the user and the
computer so as to make the user and computer a system in a PART–WHOLE
configuration.
When the user is able to control the motor schema of a character or any
object from some kind of input device, keyboard, joystick, glove etc., we are
dealing with what could be referred to as a game just because of this motor
aspect. The level and kind of motor control is what matters the most, not theaudiovisual presentation as such concerning color depth, technical sound
quality etc. If the game player is given motor control of a character’s or an
object’s motion, he or she is more likely to identify with that character or
object. The player’s own motor actions are extended into the game and cause
effects that in turn are looped back to the player and could be a new cause
for action. See the figure below.
Film
Stimuli
Emotional/motor response
without effects on filmic
events
Computergame
PlayerPerceiver
Stimuli
Emotional/motorresponse with
possible effect onthe game
Tactile motor/
kinesthetic
link
Figure 1: Film- and computer game interface
This figure is a simplified illustration of a stimuli/response system. I do not
however advocate a stimuli/response way of thinking. This kind of stimuli/response thinking is dualistic. As an illustration of the basic
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difference between film and computer games it works well however. It is also
very similar to the way Artificial Intelligence is often studied. See the
illustration below which is taken from Russel and Norvig’s Artificial
Intelligence: A Modern Approach (1995, 32).
Figure 2: Russel and Norvig’s AI schema
A computer game can use not only the film interface way of identification
based on point of view thinking but also a very different one through tactile
motor interaction. Whereas film is bound to use camera angles, framing,
point of view, dialogue, point of audition etc. for the identification, a
computer game builds the identification from the point of being. Being
requires a location to be at which leads us to the next part of this study,namely space in film and computer games.
8.3.2.1 Space in computer games and film
Gibson makes it clear that the ecological environment differs from a physical
description of a world. A surface has a geometrical counterpart in what is
know as a plane. A plane, however, has no color, but a surface has. This is an
example of Gibson’s claim that an ecological environment is meaningful to a
living animal. Space as a physical term is not meaningful in his
understanding of the concept. However, I will in the following discussion use
the term space to designate the locations in which actions are performed.
Film presents a static, fixed diegetic environment, in the sense that the
person taking part in the film can not act upon it and make changes in it;
the motor actions of the film perceiver do not make any difference to the film
environment. Computer game environments, compared to film, can be (and
often are) very different. It may look like a diegetic film environment but it
is of another order. There is a big difference in the presentation of space in
film and three dimensional game environments such as those in Marathon
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(Bungie 1995), Quake (Id Software 1996) and Duke Nukem 3D. 51
Technically, there is a difference in that the game player can relatively, or
even very freely, explore the space at hand. A game like Myst with its fixed
static frames has more in common with a film understood from its technique
of presentation of the field of view. In a film the choices of what is shown isalready made. In a computer game, the game environment is only a
possibility waiting to be explored. It consists of possible points of observation
to put it in Gibson’s terminology. Of course this game environment is
organized and made but what is seen and heard of is very much up to the
player to discover. Some games, like Myst or Riven have spaces that are not
absolutely necessary to find but still are there as possible places to explore
and places to make certain (for the game not absolutely necessary) actions.
In a game, this is natural but in a (mainstream Hollywood) film, it would
probably be conceived as strange. It is not that common within film to havesounds and images that are not necessary for the story or emotional
manipulation one way or another. Even so-called ”transport scenes” are
placed in the narrative for some reason. I find that the extent of
”unnecessary” places of being are used more in games because that doing so
strengthens the game. If just the necessary places were in the game
environment, the game would probably be boring. The ”unnecessary” places
make the world bigger and could also function as a way of telling the game
player how this game environment works. Hence, they are not truly
redundant but very much a part of the game. Older games, like those
adventure games for the Nintendo Entertainment System, e.g. Zelda II: The
Adventure of Link (Nintendo 1987) have few spaces of this kind. They are
more like film in this respect. And maybe for good reasons; neither the
graphics nor the sound is of high technical quality and it would be disturbing
to be forced to watch and hear too much that is not found indispensable. (Cf.
Gibson’s discussion on potentially visible surfaces in The Ecological
Approach to Visual Perception, 23. See also Paul Mayer’s doctoral
dissertation A Social Semiotic approach to the analysis of computer media,the chapter on Myst and his study of the frames).
8.3.2.2 Visual and sonic fields
Let me first point out that the use of sound might in some respects, be
different to the use of sound in film. Since the objective in a computer game
is to act it out, there is often a very close relationship between the status of
the Game Ego and the sounds of the game as shown in chapter 6 of the
present work.
51 Duke Nukem is not a fully 3D environment. The game characters are actually 2 dimensional.
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Visual and sonic space could be divided into fields. Lakoff and Johnson point
out:
We conceptualize our visual field as a container andconceptualize what we see as being inside it. (Lakoff,Johnson 1980, 30).
However, we are not concerned solely with visual fields or field of view to use
Gibson’s term, in this paper. The fields of interest are audiovisual. I have
consequently found it suitable to add to the set of fields some definitions for
practical reasons.
1) The screen field. The screen field is what is actually seen on the screen
and sounds caused by objects on the screen at any given moment. Some
games only have this kind of field. Since the whole visible game environmentis complete within the field, it is not necessary to think about or imagine any
other space. The screen field is mainly a visual field since the objects to be
manipulated or fought off need to be seen in order to take action. However,
the sounds produced when doing so are likely to have a tight coupling to the
visual events and sometimes even take on a determinative function in that
they are the only clue to the state of game play. In other words, the sound
will be telling the game player how to plan the game play and when it is
time to change the strategy of game play. For instance, to some extent Pac-
Man uses sound in this way as does Elk Attack (M. Hahn 1987). This gamefor the Atari 2600 is basically a version of Pac-Man and sound is used in a
somewhat ” smarter” way as my analysis in chapter 9 will show. This tight
coupling of sound and visuals is different from mainstream film since the
game player must plan his or her strategy and be more aware of the
audiovisual world to be able to continue game play. The movie will go on and
on, no matter where the perceiver’s attention is directed.
Screen field or screen space is somewhat problematic to deal with when it
comes to sound. Michel Chion writes about the audiovisual scene in chapter4 of Audio-Vision (66-94).
[…]there is no auditory container for film sounds,nothing analogous too this visual container of theimages that is the frame. (Chion 1990, 68).
To elaborate on this, on-screen or off-screen sound is troublesome if we
consider a game like Robotron 2084. There is a limited field of view that is
framed. There are borders that one can not transcend or go beyond making
up a rectangle. This rectangle is the game board, the visible part of the game
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environment. This is the only space in which a game player may control the
Game Ego. There are no other such spaces in this game. It is not even
suggested that there are such spaces possibly apart from the use of pit-music
to use the terminology of Michel Chion (Chion 1994, 80) i.e. non-diegetic
music or non-source music stemming from a place not visible on the screenand being outside the time and space of the action).52
2) The surrounding field. The surrounding field above, below and to the left
and right of the screen. In some games these fields are never shown but still
exist. E.g. shoot–'em–up games in which objects come into the visual field
from an invisible field. One could imagine a possible space beyond the visual
field shown. The surrounding field may encourage motor action and
stimulate moving in space to make new parts of the game environment
visible. A classic example of such a game is Defender (Williams 1980). Thesurrounding field is a dynamic and relative field constantly under flux. It is
often a possible field to enter into. One can make a comparison to the
relative and absolute concealed or hidden spaces that is described by Gilles
Deleuze (Deleuze 1992a and Deleuze 1992b) and that is commented upon by
Astrid Söderbergh Widding (Söderbergh Widding 1992).
3) The field behind the Game Ego. This field is the opposite of the visible
screen in games with a first person point of view and is to be considered a
special case. This kind of field is commonly used e.g. in three dimensionalaction games like Doom (Id Software 1989). Duke Nukem 3D (3d Realms
1995), and Quake (Id Software 1996). This field is present via audio when
playing the game. It is often connected to panning surround sound i.e. the
sound is tied to its (visual) origin within any field. It simulates reality. The
field behind the Game Ego is often an active field with sounds telling the
game player that there is something behind that might be dangerous.
Objects coming into the screen field from a point behind the Game Ego can
also introduce it. If the Game Ego focuses on actions in front of it, this makes
it a ”passive” target for others. The field behind the Game Ego also triggersmotor action and stimulates moving in space to make new parts of the game
environment visible.
The next paragraph will be a study of different types of object control within
computer games since the type of control is essential for how a Game Ego is
constituted. The visual and sonic fields will be dealt with further in
connection to this.
52 Of course, one may speculate on the existence of another location since the shift between levels of thegame uses a "warp zone" effect. Where are we when not being within the game environment so to speak.
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8.4 Controllability II: Controlling the Game Ego
The following part of this chapter will be concerned with the issue of
controllability of the controllable objects in computer games. Controllability
is, as we have seen, essential to the theory proposed. It is so because of my
conviction that motor activity and cognition add up to a Point of Being – a
way of perceiving oneself as Being within the game environment.
The concepts used by mind in playing computer games are results of our
bodily constitution and our culture. Furthermore, they manifest computer
games as audiovisuo-motor experiences.
Loftus and Loftus argue that cognition and motor activity are independent of
one another (Loftus, Loftus 1983, 66-69). The essence of their argument goes
like this: If you have learned a motor activity (a motor skill in theirterminology) and you then are unable to explain how you perform this task
then it is beyond cognition. Thus, cognition in this case is tightly connected
to verbal activity and the ability to communicate something with words in
their way of thinking. I can not agree with them on this. A lot has changed
since they wrote their book in 1983. Lakoff and Johnson for instance, put
forth the argument for the cognitive unconscious in Philosophy in the Flesh.
Cognition is not only what can be verbally expressed and/or explained. It is
much more than the communicable aspects of the human mind.
8.4.1 Types of control: Direct or indirect control
A computer game is at the level of hardware/software possible to describe as
a physical system consisting of various parts needed to play the game. Most
computer games have a von Neuman architecture i.e. a typical set up for a
computer game system would be a CPU, a monitor and speakers, a control
device, storage device and the software. The software in turn may be
distributed in various forms, on CD-ROM, DVD, network or other media.
Control devices may take on many different forms. What a game player
desires (if we are considering rapid action games) is immediate responses to
his or her actions, much like the mechanical pinball machines provide. These
responses create a sense of direct physical contact. (See also chapter 7 of the
present work and my discussion on the mechanical patterns for interaction
with the environment in paragraph 7.1.1). Atari did try to introduce a very
unusual accessory game control device for the Atari 2600 in 1983. It was
called the Atari Mindlink controller and consisted of a headband, which had
infrared sensors. The Mindlink was able of detecting the muscle impulseswhen a game player moved his or hers eyebrows and using these movements
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to control a game. Hence, you had to put in a lot of effort to obtain this which
mainly resulted in headaches in those who tried it. It was not a great success
and was never released as a commercial product.
(http://www.classicgaming.com/museum/2600.shtml). It could however have
been used in a different way. Instead of controlling the controllable object(the Game Ego) it could have been a way of giving feedback to the game and
translating the facial expression of the game player to some degree as a way
of communicating the emotions of the game player to the game. But this was
probably completely beyond the scope of the games of 1983. However, today:
why not try it or some other way to achieve this. Maybe by a camera and a
kinesthetic-recognizing application? Alternatively, why not by vocal input to
the game revealing the game player’s attitude and emotional status? Or
simply by using sound amplitude as a way of feedback? It is easy to image a
hypothetical game that uses this. Let us say we have this hypothetical gamecalled Ornithologist. The main goal with this application as a game is to
collect a huge amount of rare shy birds on film. You have to choose a camera,
a hiding place etc. You must also be very quiet during your bird watching. If
you speak the birds will fly and you will not get you desired photograph. One
could even use a little tiny web camera to detect your movements in front of
the computer. One could also imagine a game that allows for loud noises,
body movements, facial expressions and even encourages these to
successfully play the game. We could have a game in which the computerized
opponents would get scared if we were to shout at them. We can call it
something like Scare the Bear. The more you holler the more frightened the
bear will be – maybe. The bear might also eat you. It is just an illustrative
example in which I attempt to show what is really possible to do.
8.4.2 Games with indirect control
Indirect control of a character means that the game player’s motor action is
not immediately transferred into an action by the controllable character
within the game environment (i.e. the Game Ego). Mostly, when it comes toindirect control, there is some kind of point and click interface that is used to
control the character. This type of interface is the most common in narrative
adventure and mystery games and is found in games like Secret on Monkey
Island, Sam & Max Hit the Road (LucasArts 1993), Day of the Tentacle (see
analysis paragraph 9.9), Full Throttle, Phantasmagoria, The Daedalus
Encounter (Mechadeus 1995) etc. One can use keyboard control as well in
some of these games but only in a limited way.53 Not surprisingly, this group
53 In Full Throttle there are some passages of the game where you will have to use more direct keyboardcontrol (The Old Mine Road sequence and the Demolition Derby).
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is the one, which shows the closest similarities with narrative film. Game
events i.e. manipulation actions, motion control, dialogue control etc. are
intersected with film events that lie beyond the game player’s control. They
are literally out of reach for the game player.
This type of interface delays the action and generates a weak motor link
between the player and the Game Ego. The game player is given time to
think between action of his or her own and the reaction (the resulting
output) from the game. This type of game interface is not focused on a tactile
motor/kinesthetic link but more on conventional film narration with the
game player triggering game events by his or her actions. It is comparable to
a big puzzle or mystery, which the game player have to solve, step by step, in
order to reach a final solution54 that might be fixed i.e. the game always end
the same way; or non-fixed i.e. there is more than one ending for the game.55
The definite order of events is not fixed: only suggested.
8.4.3 Games with direct control
Action, shoot–'em–up games, and games related to the simulation of vehicle
control are all most commonly built on the direct control of a controllable
object. This object can be a character, a weapon, a spaceship, a car etc. It is
not necessary that the object is a representation of some kind of organic
living being. It becomes animated, that is gets its liveliness, through itscontrollable mobility and the tactile motor/kinesthetic link. The link between
game player and controllable object is a LINK Schema in a PART–WHOLE
CONFIGURATION. Action in itself is the stuff that interfaces both enables
and represent.’
Brenda Laurel notes that the concept of Direct manipulation interface was
coined by Ben Shneiderman at the University of Maryland. It has three
criteria:
- Continuos representation of the object of interest.
- Physical actions or labeled button presses instead of complex syntax.
- Rapid incremental reversible operations whose impact on the object of
interest is immediately visible. (Laurel 1993, 8).
54 That is what may be called a ”correct solution” not including the untimely death of the Game Ego55 A game with different preprogrammed endings is for example Myst.
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Direct engagement is a feeling that occurs when a user experiences direct
interaction with the objects in a domain. This is the functionality of the
Game Ego. The qualities of the action and the quality of the subjective
response provide the feeling of direct engagement. What is then required for
to produce a feeling of taking action in a representational world? BrendaLaurel states: Continuous representation, ” physical” action and apparent
instantaneity of response is the very essence of directness. (Laurel 1993, 9).
Scnhedierman and Hutchin’s analysis stresses the graphical representation,
Laurel notes. Sutherland’s Sketchpad application from 1963 is named the
granddaddy of direct manipulation.
Graphical (and, by extension multisensory)representation are fundamental to both the physicaland emotional aspects of directness in interaction.(Laurel 1993, 9).
Laurel compares the graphical designer with a scene designer. They both
make the place for actions to take place. They both use metaphors. But it
takes characters as well. The set does not make the story.
The concept of interface is criticized by Laurel. Her argument is that the
simplistic definition of an interface is how humans and computers interact
but that it is avoiding the central issue of what this means in terms of realityand representation. The drama, as in the computer application, is meant to
be acted out. It gives a performance. When a play works the technique
behind is not of interest for the audience. It is the same with computer
applications that work. Theatre audiences also affect the actors and interact
with them and the play performed. They are not passive. In fact they are not
even an audience if they enter the stage. They are actors.
Games of direct manipulation are, for instance, Pong, Space Invaders, Duke
Nukem 3D, Quake, Doom, Marathon, F18 Hornet, Pac-Man, amonghundreds of others. There is a great scope of genres and types but they all
have this directness in common. As shown in the figure below, direct control
is to be found in many prototypes of games. (This table is my elaboration of a
table found in Torben Grodal’s Video games and emotional control, paper,
presented at the Mediapsychological Conference ’Only Entertainment’, in
Hannover 8-9 May 1998).
Table 1: Grodal’s game prototypes extended with type of control
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Prototype Game example Type of control
1) Computer simulatedpuzzles and games
Crystal Calliburn (Pin Ballsimulator)
Chess
Direct
Indirect
2) World scenariosimulations
Civilization Combination
3a) 2-dimensionalgames related tocharacter/vehiclecontrol
Pong, Space Invaders
Pac-Man
Direct
3b) 3-dimensionalgames related to vehiclecontrol
F18 Hornet Direct
4a) Narrativesimulations sub group1. 2-dimensional.
Day of the Tentacle Indirect
4b) Narrativesimulations sub group2. 3-dimensional.
Duke Nukem 3D Direct
8.4.3.1
Consequences of direct and indirect control
How actions are performed is important when concerned with the question of
how we identify with a Game Ego. Can an ”Ego” or an ”I” be considered as an
abstract cognitive model derived from a bodily experience? I find the answer
to be yes. An ”I” or an ”Ego” is a construction of the human mind. An Ego
does not exist outside the mind in the external world. Objectivist cognitive
theory would have problems explaining the Ego.
Control of objects and movement connects to the perception of space. Theability to move around in an environment is a SOURCE–PATH–GOAL
Schema (Lakoff 1987b, 144). There is a SOURCE from which the controllable
object moves via a PATH to reach a GOAL. This goal could be a new
SOURCE for a new movement. When a game is founded on direct control the
space perceived is a personal, subjective, continuous space belonging to the
Game Ego, even if the visual perspective is not that of a first person subject.
The SOURCE–PATH–GOAL Schema of a game with indirect control gives a
perception of space that is discontinuous and broken up into segments. It
weakens the link to the controllable object. The game player points with thecursor and clicks the mouse and the object moves to this point. A new click
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THE GAME EGO
165
on another point generates a new movement and so on. This is an act of
vision and motor control. The interface is a three-step interface where the
player has to perform the following:
First, find out where to let the Game Ego move, and then
point at that location on the screen, i.e. within game environment and then,
click the mouse to make the Game Ego perform the desired action.
A direct control is also an act of sensorimotor action and vision but it has
fewer steps:
first find out where to let the Game Ego move, and then
perform the action desired.
This does not mean however that a controllable object based on direct control
is not allowed to stop along the path. It simply means that from the time
when a game player points and clicks, until the movement of the controllable
object has come to a halt, the game player lacks control of it. This is evident
in games like Phantasmagoria and Day of the Tentacle. These games have
similarities with the construction of space seen in movies i.e. sequences
edited together. See also the discussion about loss of self control, in
paragraph 5.5. There are similarities with the spatial aspects of (the
English) language syntax. Lakoff and Johnson note that:
The closer the form indicating CAUSATION is to theform indicating the EFFECT, the stronger thecausal link is. (Lakoff, Johnson 1980, 131).
As an example they give, the two sentences ”Sam killed Harry” and ”Sam
caused Harry to die” The syntax indicates how direct the causal link is
between what happened to Harry and what Sam did to cause his death. Asthey put it:
Closeness Is Strength of Effect. (Ibid. 128).56
As stated above several visual and sonic fields build up the game
environment. The terms put forth above can be considered as rather media
bound terms. One could also experiment with the term perceptual field,
which would cover every possible perception at any given point. The
perceptual field is under flux when moving around in the game environment
56 See also chapter 3, 40 on this issue.
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(and even when not moving since things can come into and go out of this
field).
There is more than one way of experiencing the environment. There is ”pure
perception” which is a disembodied and object-centered perception. There isalso ”combined perception” which is ego-centered and where there is a link
between emotions and actions in the perception of the environment. The
Game Ego is based on the latter one. That is. the field of view of a game like
Duke Nukem 3D is a first person simulation i.e. it is an embodied
perception. The combined perception is of importance for the spatial
orientation within the game environment. Space that is off the visual field
could be brought into the visual field by moving in space. You can not move
in space without motor activity. The visual field of Duke Nukem 3D is a
product of moving in space, making the non-visible space visible, possible tomanipulate, and to take action within. Consequently, it is necessary to move
in space so that the Game Ego is relocated and is able to perform its actions
in the right direction i.e. in the visible direction. As Lakoff and Johnson
point out:
Moving objects generally receive a FRONT–BACK orientation so that the front is in the direction of motion or in the canonical direction of motion. (Ibid.42).
The affordance of the field behind the Game Ego is that it is possible to
become visible through motor action on behalf of the game player. It affords
a possible point of observation, a possible point of being with the game. The
perception of the environment is, as the analyses in chapter 9 will show,
connected to how it is possible to move within it.
8.5 Game Ego versus Avatar.
To close this discussion just some words that explains why I prefer to use theterm Game Ego instead of the maybe more well-known and wide spread
term Avatar for denoting the agency a computer user might have in a virtual
environment such as on the internet in a MUD or MOO. I do so because
Game Ego as a term emphasizes its connection to the game player as being a
part of him or her. I hold the position that conceptual sets within language
do tend to make us think in certain structures. That is, language is a kind of
self-organizing neural system that is “lazy” by nature and prone to make
short cuts. Consequently, a term like Game Ego is considerably more focused
on the relation between it and the game player than Avatar. Moreover,
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Avatar has also religious connotations. The word is a Sanskrit word for the
incarnation of a Hindu deity (such as Vishnu), or the incarnation in human
form of a concept, and thirdly a variant phase or version of a continuing
basic entity. (http//www.eb.com:180/cgi-bin/dictionary?va =Avatar accessed
2000-5-18). Maybe the third definition is closest to my term Game Ego, sincea Game Ego does not necessarily come in the shape of a human. Therefore,
the third definition can be thought of as more or less equivalent to Game
Ego. However, since the two foregoing definitions are considerably far away
from what I mean by Game Ego I do not intend to use the term Avatar. Why
should one depart from the conceptual domain of game play when it is not
necessary? I fully realize that Avatar is a well-known and widespread term
and that I by coining yet another term am contributing to an already
massive plethora of terms. Nevertheless, I am convinced of the benefits of
the term Game Ego compared to Avatar.
It is possible to raise critique of the Game Ego term, of course. The use of
Ego can be troublesome for instance. Ego is a term within the psychoanalytic
tradition of Sigmund Freud. A person’s division in Id, Ego and Super Ego
may seem similar to Game Ego and game player, Self and Subject and so on.
The ego in Freud’s theory is concerned with tasks of reality i.e. perception,
cognition, and executive actions. So the Game Ego is not that far from these
aspects of a Freudian Ego in that the Game Ego is the agent for actions. I do
admit that there is a “psychological” link between the game player and theGame Ego. However, it is a neural link, psychology being neural, and it is a
link founded on the motor performance of the game player as a part of the
interface loop created by the PART–WHOLE configuration of game player
and Computer Game System. Psychoanalytic theories may provide models
for the analysis of audiovisual computer games no doubt. However, as
Torben Grodal points out, psychoanalytic theories:
[…] describe desire and emotions in relation to
cognitive functions within a romantic dualist modelincompatible with a theory which describescognition and emotions as aspects of a functionallyunified psychosomatic whole. (Grodal 1994, 7).
The key element here is dualism. There is little room for dualism within a
theory that poses and claims an embodied mind. Them mind is part of and
functionally dependent upon our bodies. However, as shown in the
paragraphs above in this chapter and the discussion of The Self and The
Subject, human beings have the conception that there is some kind of
separation between different parts of our beings. It is possible for a human
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to understand a situation in life as “some part of me died” etc. This is due to
the conception of The Self and The Subject. There is a big difference between
a theory founded in dualism (psychoanalysis) and a theory stating that
human beings conceive of them selves as being split in parts (experiential
cognition).
8.6 Summary
The tactile motor/kinesthetic link between a game player and the Game Ego
is a function that shows the metaphorical Subject-Self relation as described
by Lakoff and Johnson in several of their works. We may have possession of
a Game Ego’s motor capacities in a game. This means in turn that our bodily
container, our Self, is mapped on a control function within the game. This
function in turn may be manifest through the visual or sonic appearance of acontrollable character within the game environment, or through or
possibility to control the field of view and/or the field of audition by means of
motor action.
The Game Ego may be manifest in different ways in different games. It may
have some kind of visual manifestation as a fully visible character. It may
also be manifest with only parts of a body, as in Myst where the visual Game
Ego is only a hand used like a navigation tool and to manipulate to
environment. In some games, it is only the result of manipulation thatmanifests that actions have been performed. This is obvious in Tetris and
such games in which the manipulation of objects is performed from keyboard
commands without any visible manipulating agent in the game
environment. The objects move because of the game player’s actions in a
very direct mode but there is no agent visible that performs the
manipulation. The important thing in computer games is the sophistication
of the player’s internal relations between perception, cognition, emotion and
action, and not necessarily the degree of visibility of a Game Ego.
To simplify the functions and manifestations of a Game Ego consider the
following table:
Table 2: Manifestation of the Game Ego
Visibility Directcontrol
Indirectcontrol
Fully visible Pac-Man Day of the Tentacle
Partly visible Unreal Myst
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Non visible Tetris
The physiognomy of a Game Ego has its importance for the game play. This
has of course consequences for what actions could be performed and how
they will be performed. Our perceptual capabilities as well as our cognitivebasis in motor performance, transcend into how the Game Ego can be
manifest. A Game Ego with limbs of a human kind may afford manipulation
that is close to how we actually perform certain kinds of manipulation in our
real environment. That is, a fully visible Game Ego that is humanoid will
probably mimic how we do things. If we take this a step further, this could
affect the setup of the game interface. And it does. There are games that use
our body to greater extent than pressing keys or manipulating joysticks,
steering wheels etc. This is the case of course in simulators of different kinds
where one may have foot control and such devices. Also those dancing games
that have been introduced in gaming arcades lately are examples of this. The
motion of our legs and feet is used to control the Game Ego.
As I suggest in chapters 4 and 5, affordances of the game environment also
stress that the game player has an important role in the development of the
game, i.e. the development of the syuzhet. A game is organized in some way.
It has rules for how things can and must be preformed in order to solve
certain puzzles, to initiate specific game events, for the manipulation of
objects etc. Also the orientation capacity, (i.e. where am I? Where is this or
that object located in reference to my own location?) makes a difference since
most games do have salient ACTION–LOCATION structures (see also
chapter 5 and 9 on this). To perform certain acts one must be in a specific
location which one must find on ones own. The perceptual capacities, the
cognitive capacities and the motor skills are important and the successful
performance of them is gratifying for the game player. The game would
otherwise come to an early halt and stop before the syuzhet has been fully
developed. This is obvious in games that have an overall narrative structurelike adventure games. Yes, I know that there are games that are not
considered at all narrative, such as Tetris, MineSweeper (Finley 1992) etc.
However, in such games we also have these kinds of structures. There are
SOURCE–PATH–GOAL/DESTINATION schemas just as in more narrative
games like Day of the Tentacle for instance. These schemas are the very
basis for the progressive narrative structures and this is important to note.
A film has a pre-organized structure of SOURCE–PATH–
GOAL/DESTINATION that we are to find out not for the continuance of the
presentation but for the understanding of what is going on in the narrative.
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We will map our being onto the film environment and the characters within
it. To make sense out of the narrative we have to obtain a basic spatial
orientation and find out the social relations between characters and so on.
However, the film (as a hardware) will continue to roll through the projector
no matter if we are able to successfully carry out these operations. Thenarrative, on the other hand, as opposed to the film hardware will possibly
not develop although the film is running. We may get lost on the way, so to
speak.
I believe we tend to overrate the significance of narratives being told, and
not enacted. I cannot make such a distinction. Narratives, in my
understanding, can both be told and enacted. In fact, when we take part in a
narrative that is told to us, we understand it by means of concepts derived
from our daily life using our human body and living in human society. Thehuman mind organizes the told material in a simulation mode that makes it
meaningful.
The next chapter will contain some analyses that further develop and
exemplify my points put forth in the dissertation. Some analyses are more
elaborate than others. This is the case with the analyses of Pac-Man, Day of
the Tentacle, and Myst.
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>open the mailbox (this is what I type in as input to the game system).
Opening the small mailbox reveals a leaflet.
>take leaflet (My input again).
Taken.
>read leaflet (My input).
’WELCOME TO ZORK!
ZORK is a game of adventure, danger, and low cunning. In it you will
explore some of the most amazing territory ever seen by mortals. No
computer should be without one!’ ”
As this example shows the game player is invited by the game system to
take action on the environment. The medium permits locomotion and vision.
The field is open, i.e. its affords locomotion, there is a house with boarded
front door that constrains locomotion. At least the field implies an affordance
of locomtion since it is open. We do get any information about the surface
texture of the field. Once we perform a command like ” walk west” we might
endanger ourselves. There is mail box (a classical example from Gibson by
the way, to be found in The Ecological Approach to Visual Perception 139)
that affords mailing of letters in a letter writing society and the deliverance
of such letters in a mail box.
We will all have a different mental images projected from this information
but the basis of these mental images will be the same. Your white house is
not similar to my white house in all respects but they do share the same
basic level qualities.
The game structure is obvious. You read and you type your commands. The
written language makes you form an understanding of the environmentthrough the words used. They have affordances in their description of the
objects that constitute the environment. The game works on a basic level
categorization. The objects you encounter have general motor schemas in
most cases. However, once in a while you will have to break the bounds of
the cognitive and perceptual sets that the game exposes you to (and that we
encountered in chapter 5 of the present work). You will have to use objects in
a way that might not that obvious until you find the logical structure for the
use of them. A rope for instance might be climb-able as well as tie-able.
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The contexts you find yourself in help you to find the proper contextual use
for the objects.
Futhermore, Zork is sometimes referred to as a Second person game. This is
so because of the use of ” you” . However, this is clearly a misconception of thegame. It is not a ” you” that performs the action. The way the game
communicates with you is just the same as I do now. It tells you certain
things about the environment just as I tell you certain things about this
game. However, when you think about the game and the game environment
you will refer it to your Self and you Subject as suggested in chapter 8. This
means that we have a Game Ego presence in this game. The referent of ” you”
is the performative agent ” I” when you execute the commands you do. To call
Zork a game of a second person is therefore out of the question. Who would
otherwise perform the actions if not the Game Ego? In addition, the use of present time locates me and you as game players in the environment at the
present time. Just as in games like Pac-Man, Pong, Spyro the Dragon etc.
I will not go any deeper than this into the environment of Zork. This does not
mean, however, that the game is not interesting. On the contrary, it is very
interesting. However, to undertake a full-fledged analysis of this game would
need yet another dissertation. The narrative development of the game for
instance is worth further investigation as is the use of written language, the
pros and cons of this kind of text based interface etc. The important points inthe context of my approach I have already made. However, let us now go on
to audiovisual games, namely two of the archetypes of computer games: Pong
and its predecessor Tennis for Two.
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9.2 Tennis for Two and Pong
Pong is the game that started a billion-dollar industry back in 1972.
However, it has a traceable predecessor as far back as 1958. William
Higinbotham is sometimes given the credit of being the inventor of the firstknown computer game. He, who during World War II was a member of the
team that constituted the classified Manhattan Project (i.e. the atomic bomb)
and in 1958 was the head of Brookhaven National Laboratory’s (BNL’s)
Instrumentation Division is the grandfather of computer gaming as we know
it today. (http://kratos.osti.gov:85/videogame.html, http://www.fas.
org/cp/pong_fas.htm et.al.). One can of course also argue that Alan Turing is
the grandfather of computer gaming. His work on first simulating a
computer as such and than also his work on making them intelligent (the
Turing test etc.) is the basis for the computers of our time. However, this
discussion is out of topic here. The reason that Higinbotham constructed this
game, called Tennis for Two, was very simple and down to earth: the BNL
had visitors’ days during the fall each year and many people came to visit
the facilities. To illustrate what the laboratory could design Higinbotham
and Robert V. Dvorak started to work on Tennis for Two.
” I knew from past visitors days that people were notmuch interested in static exhibits,” said
Higinbotham, ” so for that year. I came up with anidea for a hands-on display – a video tennis game.”
It was wildly successful, and Higinbotham could tellfrom the crowd reaction that he had designedsomething very special. ” But if I had realized justhow significant it was, I would have taken out apatent and the U.S. government would own it!” hesaid. (http://www.osti.gov/accomplishments/videogame.html 2001-02-22 10.25).
Luckily for devoted computer gamers all over the world, Higinbotham did
not take out a patent. If he had, we would have stopped here and now
perhaps? His utterance shows an insight to what I call Playing is Being. It is
not enough to only walk around and look at things: we are human beings
and as such, we have an urge to manipulate or surrounding environment.
What we got here is what I have earlier described as Difference Making and
Performative Interaction. (See chapter 7, 131, and chapter 8, 148). Playing
Tennis for Two was obviously a situation where the players were in close
proximity to each other sharing not only the game environment but also a” social space” in the “real world”. They could see and talk to one another
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while playing the game. They shared a common experience, so to speak, in
real time both in the real environment and in a game environment. The
paddle used for hitting the ball is an extension of the game player’s motor
action and the paddles are used intentionally and with an explicit purpose.
Their usability for other tasks are constrained. You can not do much else (if anything) than hitting or missing the ball with the paddle. This is unlike
real world racquets that can be used for other, unorthodox purposes (as
shown in the movie ROXANNE (Schepisi 1987) for instance where a racquet is
used to hit a person instead of a ball. It used in the same conceptual domain
though so difference is not that salient. To use a racquet to dig would be in a
slightly other domain. The shape of the racquet is similar to that of a tool
used for digging: a spade).
There is a video clip available (at the time of writing athttp://www.osti.gov/accomplishments/videogame.html) showing how Tennis
for Two works. The court is a long horizontal base line with a vertical line at
the middle representing the net. The court is in other words seen at a low
visual angle from one of its longer sides. The visual display is an ordinary
analog oscilloscope and the computer handling the game is an analogue one.
There are two control units, quite large hand held metal boxes that have two
controls each. There is a knob to adjust the angle of the ball and a press
down button for hitting the ball to the other side. The ball moves in ballistic
curves and not straight lines. The analog computer supplies the game withmechanical sound from the relays when hitting the ball. That is to say, even
if there are no programmed sound effects as part of the game there are the
sounds of hitting the ball rendered with the visual so as to create a coherent
game environment configuration of sound and images. There is in other
words a consistency in the environmental layout. The medium in the Tennis
for Two environment permits motion that is very similar to our daily
environment. No wonder! Higinboatham was involved in ballistic
simulations with the help of computers during the Second World War. It is
therefore only natural that his game implements this and manifests it
visually.
Let us now turn our attention to its later incarnation: Pong. Pong is very
similar too Tennis for Two. The graphic of Pong is two bit. That is, there are
only two colors: black and white. The game environment consists of a very
simplistic two-dimensional top view of a table tennis board. The image is low
resolution and has high contrast. (See screen shot below). There is no change
in location during game play. There is only one game environment accessible
for interaction.
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Figure 3: Screen shot of Pong
The original Pong has only one sound and that is the sound generated by
hitting the ball. It sounds like “Pong” and this is of course one of the reasons
the game got its name. Another reason is that it is table tennis being
simulated and that game is also sometimes called ping pong. In turn, this
has the same reason: it is the sound of hitting the ball and the bounce of the
ball in the table that has given the game the name of ping pong.
The Pong sound works in a similar way as sound in Jacques Tati’s movies
(see also chapter 6, 122). The Pong sound incorporates the basic levelcategory of hitting something. It is a sound that has a fast attack, which
provides the hitting.
9.2.1 Controllability
There are three controllable objects; two paddles and a ball to hit with the
paddles. The paddles are directly controlled by the game players and the ball
indirectly by hitting it. Or rather, you do not actually hit the ball in this
game. The ball is moving by itself and the object is to put the paddle so thatball hits it. Hence, we have rather the avoidance of missing it and letting it
past your paddle really. The response to game player motor action is
immediate. There are no glitches, which is important for the sensory
immersion of the game player into the game environment. Rapid and
” mechanical” motor action is the very foundation for this game. (See also
chapter 8 on controllability and chapter 7 on patterns for interaction).
The experience of playing Pong is one of immediate interaction: action taken
on action that is. In addition, the action is carried out in a very limited andflat environment that permit motion of the racquets UP and DOWN and the
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motion of the ball in accordance with the ” laws of physics” in some respects.
The incoming angle equals the outgoing angle. Just like in pool and pinball
that is. And, pinball in turn was quite popular at the time when Pong was
released. The paddles, or racquets, do have a general motor schema in this
possibility of moving them UP and DOWN. There are version of the gamewith a screen mounted in a horizontal position, that is you have to look down
onto the screen instead of looking at it from the side. You then move the
paddles SIDEWAYS instead of UP and DOWN. The interface is construed so
that the manipulation of it is consistent, however. You use a wheel to control
the paddle that is yours. In addition, a wheel, as we have seen in chapter 5,
is possible to handle in a PART–WHOLE structure. Left and right, that is
SIDEWAYS, might also be UP and DOWN.
The game instructions to Pong says it all:
Deposit Quarter
Ball will serve automatically
Avoid missing ball for highscore
It really can not get any simpler if we are talking about the conceptual
meaning of the game. However, it takes a lot of motor skill to actually play
the game successfully. In addition, such motor activities make up the basisfor the human conceptual system as shown in chapter 5 of the present work.
We can compare the success of Pong to failure of Computer Space (Nutting
1971). Computer Space was not as simple as Pong that it preceded. The
game instruction was, at the time of the game’s release, too complicated to
sort out and the possibility for controlling the space ships in the game was
simply too good. See the photos below of the Pong the Computer Space
control, respectively. It is ironic that because of the great controllability of
the game it failed to be a smash hit.
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Figure 4: Pong controls
Figure 5: Computer Space controls
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9.3 Space Invaders
The following quote provides some interesting recollections about the
experience of playing Space Invaders. It also provides judgement about the
game and some noteworthy remarks about the games appearance, which willbe part of the analysis.
One day, back in 1979, my brother Matt went toPizza Hut with his friends […]. While waiting forthe pan pizza to get cooked, Matt beheld a new bluegame in the corner. It was the original SpaceInvaders... It took quarters... and it had the heaviestbass sound that could be recalled since LedZeppelin’s Lemon Song.
My own personal memory is one of walking with mybrother and friends to a dark, crummy two-lanebowling/beer joint on the east coast that had beenaround since at least the ’50s. The place was filledwith smoke, dank smells, the sound of bowling pinsbeing knocked over, and bassy analog eruptionsfrom games like Asteroids, Donkey Kong, and of course, Space Invaders. (Greg and Matt Rossiterhttp://www.rossiters.com/greg/spaceinvaders.html
2000-05-24 11.30)
I find it interesting to note how the sound is of importance in this quote.
Computer/computer games are part of a culture in which sound is an
indiscernible part. The reference to Led Zeppelin’s Lemon Song gives a clue
to the attraction value of the sound. The sound in this case, due to the
personal values of the perceiver, made it attractive to go over and take a look
at the machine that produced the sound. Although the sound as such might
suggest a non-moveable direction due to its density, some people obviously
find such sounds attractive rather than constraining. Now to somecomments concerned with the layout of the game cabinet and the experience
of being nine years old and playing this game:
Its eerie, glowing cabinet, painted with menacingblack aliens towered over my nine year-old body. Itsat there quietly as the attract mode displayed anarmy of marching alien figures (the front-projectedimages suspended ghost-like in the air on mirroredglass), and a lone fire-base frantically firing and
weaving back and forth to protect its cratery moon-planet. I put a quarter in and the silent machine
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abruptly came to life. Its deep thumping sound wasintimidating; the shrill laser blasts added to thesense of urgency; and the sudden approach of a UFOcaught me off guard. I fired off a few desperateshots, some managing to wipe out an occasionalinvader. But it wasn’t long before my base wasrepeatedly left a crumbling smolder and my fewquarters were gone.
We left this dark cave of strange new entertainmentwith empty pockets and lasting impressions of coolness in our minds. […] (Greg and Matt Rossiterhttp://www.rossiters.com/greg/spaceinvaders.html2000-05-24 11.30).
I find these quotes very interesting in that they reveal an interpretation of the game environment as well as a general description of the environment in
which the game was placed. Of course, this is a recollection and as such is
not reliable as a true statement. However as probably being dramatized and
somewhat glorified through the passing of time, it has maybe even greater
value for this study. It is really an idealized version of the experience of
being nine years old and as such it enhances some salient features and
qualities of the game. The game was played in the glory days of this person
so to speak and hence we find some pretty strong words putting forth the
feeling of being there playing the game. There are several emotional
expressions used in the quote such as ” towered over my nine year old body”
” the silent machine abruptly came to life” , ” the shrill laser blasts added to a
sense of urgency” , ” I fired off a few desperate shots” , and ” lasting impression
of coolness in our minds” etc. This game is definitely sensory immersive and
also evokes strong emotional states of mind i.e. it is a game that produces
arousal.
9.3.1 Short background history and description of the game
Space Invaders was designed and programmed by Toshihiro Nishikado, in
1978, and released 1979 by Taito. The rumor on the Internet has it that
Nishikado had a strange dream that inspired him to design the game: It was
on Christmas Eve and while Japanese school kids were waiting for Santa
Claus to appear in the sky, they suddenly saw row upon row of aliens
advancing slowly from Venus. The kids, clever Japanese ones of course,
realized that this was a great threat to Earth so they quickly put together a
laser blaster from the hubcap, spark-plugs and battery of a parked car.
Moving left and right, left and right, they were then blasting aliens out of
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the sky. After maybe four waves of aliens attacking them, the aliens gave up
and the Earth was saved. The next morning i.e. Xmas Day the kids were
rewarded with extra presents and figgy pudding. So they did not do it for
nothing. (http://spaceinvaders.retrogames.com/html/history.htm 2000-04-28
14.09).
The object of Space Invaders is similar to the dream described above. The
game player must hinder an alien fleet of space ships to reach the ground
and from destroying buildings. The alien fleet is moving back and forth
across the screen descending towards the Game Ego and for each level they
are getting faster and faster. Occasionally and randomly, a big flying saucer
is crossing the upper part of the screen. Shooting this to pieces of course
yields high scores. The game is mainly about coordination and shooting
things down from the sky.
9.3.2 Visual style and features
Space Invaders is displayed on a black and white monitor. However a
transparent plastic sheet, much like the ones fitting Odyssey games, is
placed on top of the screen and hence there is color added to the game.
Odyssey is home computer game system from the 1970s, which used such
plastic sheets as an overlay to add color and also made up the game board.
See the photo below showing an Odyssey system.
This particular Odyssey system was part of an exhibit at the American
Museum of the Moving Image October 2000.
Figure 6: Odyssey gaming system
The game environment of Space Invaders is very limited. The visual
container is static, i.e. there is no movement of the visual point of being and
hence the visual display that part of a game environment where action isgoing on. We are playing in a two dimensional flat surface of a screen in
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which the action takes place. The surface is the place for action, just as
Gibson states and we encountered that in chapter 4 of the present work. We
also have the ACTION–LOCATION metaphor of Lakoff and Johnson here
(see chapter 5). Shooting down an alien space fleet is Being at this specific
location in this specific game environment. You can do nothing else if you donot want to get your Game Ego killed off by the Invaders. After all: there is
no Don’t fire button – just as in the example of poor eleven year old Johnny
that we encountered in chapters 1 and 4 of this dissertation.
Let us now take a closer look at the visual field, which as mentioned makes
up the visual game environment. It consists of a horizontal base line on
which a rectangular object with a vertical line on top can be moved sideways.
It affords horizontal locomotion. This is the Game Ego. Above the base line,
that is the ground, there are four objects providing shelter for the Game Ego.They are Get-underneath-able to use Gibsonian language. That is, the
objects afford the Game Ego shelter from the alien attack. The Game Ego
must defend these objects from the Space Invaders attack. If the Invaders
reach them, they will win the game. The objects might represent buildings.
The Game Ego may hide under them but the Invaders can shoot the shelter
to pieces little by little (as can also the Game Ego if necessary. The
characters within the game are not humanoids but rather what we conceive
of as aliens.
Figure 7: Screen shot of Space Invaders. Space Invaders © Taito 1979
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9.3.3 Audio style and features
The sound of Space Invaders has a low technical quality compared to the
sound track of a contemporary movie. However, it does contain basic level
qualities that have a tight coupling to the visuals. It has a sturdy and
dominant rhythm that matches the visual. The Space Invaders are
descending towards the Game Ego. The sound consists of several parts
making up the sound space. The basic sound is rhythm. The tonal interval
consists of Gb-B-Bb-Eb. It describes a downward movement. That is to say, a
falling scale and a falling interval that goes well together with the visuals
(see also chapter 6).
The sound of using the weapon, something that shoots at the invaders, a gun
on a tank (as suggested by the shape of the Game Ego), is a falling pitch. In
this context, however, the falling pitch refers to LEAVING and AWAY. Theonly direction one can shoot is UP. This means that we have a special case of
a change in pitch. The sound goes from high frequencies to low frequencies,
which could suggest a motion from a high location to lower. However, due to
the Doppler effect (discussed in chapter 6) this is not the way we understand
the sound in this context. We are firing a gun and the missile that goes UP is
also LEAVING the gun. The change in pitch hence suggests that we are
firing a weapon. The point of audition is the same as the Game Ego’s location
on the base line. We do not hear the sound from our point of being in front of
the screen but from a point of observation within the game environment.
This is similar to the sequences described from Kubrick’s 2001 (in chapter3).
The sound accompanying the flying saucer that randomly passes by is one of
rapid oscillation between two distinct sound points. I prefer to use
” accompanying” rather than the sound ” of ” . It is not obvious that the sound
stems from the flying saucer as such. It might be an alarm that tells us that
there is a flying saucer present. The difference is notable but the sound is
referring to the presence of a new object entering the field of view, in both
cases.
We map our being within the environment on the game environment. We
have the possibility to control a Game Ego through tactile motor
manipulation of the game system. The link between the game player and the
Game Ego is strong. We have immediate response in the system and our
bodily container extends into the game environment. We are within the
game environment due to our possibility to act within it. It is not so that we
just see and hear, but we may also exert force and take action. The system in
turn also exerts force upon our Game Ego.
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9.4 Pac-Man
I will begin the following analysis with a short historical background to thegame Pac-Man since it really is one of the most successful games in the
history of computer gaming.
The main source for the historical background is
http://videogames.gamespot.com/features/universal/hist_pacman/index.html.
Pac-Man has a place of its his own in the history of computer games. Pac-
Man is rumored to be the best-selling coin-operated game in the history of
computer games. When one first encounters Pac-Man it perhaps may seem
like a reasonable simple application maybe. However, it took eight people
around fifteen months to complete it. In the first year of production, more
than 100,000 Pac-Man machines were sold world wide. The design of the
Pac-Man character is held to be the result of eating. The Namco designer
Tohru Iwatani, who was one of the team behind the game, went out for the
evening with some friends and had a pizza. When a slice was cut from the
round pizza Iwatani realized that it looked like a face with a huge mouth.
The basic-level image schema structured what he saw as a facial structure.
The basic design of Pac-Man was conceived. In 1982 Pac-Man becametelevised. ABC launched the animated The Pac-Man Show. It was on for two
years. Pac-Man also found its way into popular music when Jerry Buckner
and Gary Garcia made Ted Nugent’s song Cat Scratch Fever into Pac-Man
Fever.
A recent estimation claimed that Pac-Man had been played at least ten
billion times by 1999. However, until July 1st of that year no one had ever
played a perfect game. On that day, Billy Mitchell played a six-hour session
and completed a perfect game. That is to say, he played all 256 boards, ateall the four ghosts with each of the “power pellets” and all the bonus fruits
on all boards reaching a high score of 3333360 points. Pac-Man is a game
designed to keep on going and going and encourage the game players to
spend yet another coin and yet another coin until they are out of change.
Pac-Man is a time killer. (See also chapter 5, 92 and chapter 7, 132). No
wonder it has been said “Pac-Man hooks only those people who confuse
victory with slow defeat.” (Goodman 1982. Cited in Loftus, Loftus 1983, 11).
Well it is right when we still are talking about Pac-Man (the computer game
system as such and its programmer(s)) versus the game player. Pac-Man willalways win in the end, maybe perhaps with the exception of this time to
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date, unless the game player does not smash the machine up in frustration.
Which in turn only goes to show that the programmers have done their job
and made the game player really engaged. A game that is not smacked is not
considered a particularly good game as Eugene Jarvis, member of the
programming teams at Williams Entertainment in the early 1980s has said.Jarvis was involved in programming games like Defender, Stargate
(Williams 1981), Robotron 2084, Blaster (Williams 1983) and Narc (Williams
1988) e.g. He remarks:
“You spend months and months and months justplaying the game and percentaging it and seeinghow you could create maximum frustration in theplayer. If a player smashes a game, that’s actuallythe best thing you want. You want a strong reaction.
If a player does not care enough about a game tokick in the coin door or break the glass, then youknow it’s not a good game” (Herz 1997, 79).
However, if we consider Pac-Man as a social activity we have the possibility
of two or more game players competing to get the best score of the day.
Alternatively, reaching the top of the high-score list, get the reinforcement of
writing their name there for others to see and getting the admiration of
others. When played in arcades we have also the economical game of getting
game players to play, that is, to spend their money on these games. Thus, wemay have another winner in the arcade owner.
Pac-Man gave computer games a face and was the first computer game
character to become a star. J.C. Herz remarks that Pac-Man provided the
first character of computer games that a game player could really identify
with. A few months after its release Pac-Man was to be found on pillowcases,
cereal boxes, T-shirts etc. (Herz 1997, 131-132). Further more, in 1999,
nineteen years after its original release Pac-Man was officially proclaimed
Game of the Century by Twin Galaxies Intergalactic Scoreboard57
at theCGE ’99 in Las Vegas. At the Tokyo Game Show, Walter Day (a Twin
Galaxies referee) presented the President of Namco, Mr. Masaya Nakamura,
a certificate that attested this.
Now it is time for the analysis. On the enclosed CD-ROM you will find a
number of example files that you may use in purpose of easier follow the
57 Twin Galaxies Intergalactic Scoreboard is the video game trade trackers of high scores in vidoe gamesand pin ball machines since February 9, 1982 That status was assigned to Twin Galaxies by the two coin-
op trade magazines: RePlay and Playmeter, and by seven of the premiere manufacturers of that era i.e. theearly 1980s: Williams, Atari, Bally, Nintendo, Exidy, Stern and Universal. (http://www.twingalaxies.com/ ourstory.html)
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discussion. They contain sound excerpts from the game that I will refer to
(.WAV files) as well as a recorded game session (PAC-MAN.MOV).
9.4.1 Visual style and features
As mentioned, Pac-Man has been around since 1980. It belongs to prototype
3 a, i.e. 2-dimensional games related to character/vehicle control. The Pac-
Man name is derived from the Japanese word for chewing (puc). An early
version of the game accordingly was named Puc-Man. And this also reveals
was the game is all about: chasing food (or dangerous enemies that are
eatable) or being eaten. The use of the mouth is important in the game.
However, and now I speculate, writing ”Pac-Man” looks better in print since
it is more balanced and symmetric so this might have a been a reason for
renaming the game. It gives a more compelling structure so to speak.Furthermore, Pac-Man sounds harder than Puc-Man. Pac is ” sharper” than
Puc. One can also make a connection to the English word ” impact” . So, for
what ever reason, Puc-Man became Pac-Man.58
Pac-Man and Bubble Trouble (see separate analysis) are versions of the
same game idea. Pac-Man was first designed as an arcade console game.
There are some differences between playing the game on an arcade console
and playing it on a computer. My analysis is based on the ROM from an
arcade game but played on an emulator on a computer. I will however makea few remarks on the hardware set up of the arcade game since it is relevant
for my study and my theoretical approach.
58 Puc-Man also sounds a little too much like Puke-Man.
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Figure 8: Screen shot of Pac-Man game environment. ”PAC-MAN” Characters &Musical Works © 1980 NAMCO LTD. ALL RIGHTS RESERVED
The Pac-Man game has a number of screens. The one we are mainly
interested in here is the active game board (see screen shot above). The
Game Ego moves around within a limited visual field, a limited visual
container. In this case the Game Ego is a yellow circular shape (Pac-Man)
equipped with a ”chewing mouth”. The ”chewing mouth” gives the Game Ego
a FRONT- BACK orientation, the mouth being the FRONT since we map our
physical being as humans on the Game Ego and the fact that the Game Ego
does move in the direction of its “chewing mouth”. The visual field has
certain boundaries making up a maze. In the maze, there are dots of two
kinds; a Pac-Man (Game Ego) and four ghosts.59 The goal is to eat all the
dots and all the ghosts. As said there are two kinds of dots: small constantly
shown dots that will give the game player ten points when eaten and bigger
blinking dots that will give him or her fifty points. These dots are
functioning as turning points of the event structure, much like dramatic
turning points of a narrative, like the ones described by Bachtin (TheChronotope), Branigan ( Point of View in the Cinema and Narrative
Comprehension and Film), Bordwell and Thompson (in Film Art) an by
numerous other theorists engaged in narrativity. I will get back to this issue
59 As mentioned above (see chapter 5, 87 and 102) it is necessary to minimize the amount of data chunksto somewhere in between five to nine at the time if we are to perform well when playing a computer game.This is also found in successful Pac-Man playing. There are four ghosts, one Pac-Man, one maze, and fourenergizers plus an occasional bonus fruit. This makes eleven objects that are important for the game play.
However, a player that is good and reaches a high score might perform a reduction of chunks. A smarttactic is to mentally reduce the four energizers to one square. It is then handled as one object instead of four separate ones. We have then not eleven objects but seven.
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soon, commenting on Bob Foss’s Narrative Technique and Dramaturgy in
Film and Television.
In contrast to the Game Ego residing in Bubble Trouble, Pac-Man, the Game
Ego, moves all the time and can not be stopped except by hitting a boundaryi.e. one of the walls making up the maze. In Bubble Trouble there are also
boundaries but these can be pushed around and even destroyed by the Game
Ego. So, what we have is the affordance of locomotion according to a certain
environmental layout that makes up the maze. The maze is fully visible and
possible to have a complete overview of. The only suggested location outside
the visible game environment is that place where the Game Ego shortly
disappears when going sideways in the middle of the game board. This
functions like a warp zone. One can have the Game Ego go to the left and
then reappear at the right side of the game board. Furthermore, theenvironment consists not only of firm and static objects that constrain
locomotion. The four ghosts also constitute a variable constraint. They are
there for to chase us around and eat us while playing. They constrain the
Game Ego’s locomotion. However, this situation is reversible and in flux. The
ghosts may also be eaten and the ones being hunted.
I suggest that there is a basic narrative structure to be found in this game.
We have already touched upon the SOURCE–PATH–GOAL schemas that
are so important for games and narratives in the foregoing analyses as wellas in previous chapters (especially chapter 5). I promised to get back to Bob
Foss’ ideas on narratives and now the time has come to fulfill this promise.
He puts forth a schema over narrative development. It consists of: Opening -
presentation - point of commitment - intensification of conflict -
confrontation - climax - resolution (Foss 1992, 152). To some extent, these
elements are also to be found in a game like Pac-Man. The game has an
introduction sequence that presents the objectives of the game. It is a short
animation where the Game Ego is hunted by the ghosts, eats a big dot and
the chases the ghosts. The ghosts are also presented by names and nicknames construing them as characters and not merely objects. This is, in
other words, an opening and a presentation. The point of commitment is
obvious: you have to find your way through the maze and find blinking dots
in order to survive, so it is a game about your own survival within the
environment. The intensification of conflict is the level of difficulty. It gets
harder and harder to survive the levels the more levels you gain access to by
conquering the ghosts. The crisis, confrontation, and climax are more or less
constant and not really very much like their counterparts in film. We are
acting within a continuos crisis/confrontation/climax state in the game.
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There are turning points made up by the blinking bigger dots that change
the status of whom hunts whom. There are short pauses with cut scenes that
make it possible for us as game players to release some of the tension the
game evokes. The resolution can be the death of the Game Ego, the success
of playing through all levels or simply a decision like ” Ok that’s enough forthis session I’ll now do something else” .60
9.4.2 Audio style and features
The sound of Pac-Man is interesting. It functions on a basic-level. The game
is introduced by a short melody that ends with a raising scale that suggests
that we are in for an energetic session (listen to example file
GAMEBEG.WAV on the CD-ROM). The rise in pitch correlates with a state
of the body/mind system. An up-tempo musical cliché used here clearlymarks a starting point for something. Motion in this game is quiet in itself.
Eating the small dots results in an eating sound. See the screen shot below
and listen to the example file PACCHOMP.WAV on the CD-ROM.
Figure 9:Screen from SoundEdit 16
This screen shot shows a spectrum of the chewing and oscillating sounds. The continuoussound curve from 500 Herz to 1000 Herz is the siren like sound. The sharp discontinuessounds are the chewing sound that is the result of eating small dots. As the screen shotshows the chewing has an emphasis on a motion that goes down. ” PAC-MAN” Characters &Musical Works © 1980 NAMCO LTD. ALL RIGHTS RESERVED
This can be written like ” Puca Puca” or ” Paca Paca” or something similar. It
has the basic properties of chewing. You will of course write and spell out the
sound differently in different languages since the whole language structure
will affect how such onomatopoetic words are written and realized. They will
inherit much of the rest of the language so to speak. The chewing sound
blends with the surrounding language.
60
One of my students, Eva Gustavfsson, has successfully applied this schema of Foss onto Super MarioBros. (Nintendo 1986) with a similar result in an assignment for one of my courses at the Department of humanities, University of Skövde, Sweden.
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There is also an oscillating sound, which could be described as a slow paced
not-too highly pitched police siren. See the screen shot above and listen to
the example file PACCHOMP.WAV on the CD-ROM. The endpoints are the
most significant in a glissando between two basic frequencies (from 500 Herz
to 1000 Herz as the spectrum above shows). There is a very clearSOURCE–PATH–GOAL structure in the sound. This sound is getting faster
and more high-pitched as the game progress and the Game Ego (Pac-Man)
chews up the dots and the ghosts. When chewing bigger blinking dots the
ghosts as mentioned, all turn blue and get a different shape (BIGEAT.WAV).
They are now eatable. The sound changes as well. A rapid oscillation
between two high-pitched tones is replacing the previous sound. However,
this sound does not change over time as in Elk Attack on the Atari 2600
platform. In Elk Attack, the pitch is lowered when the Game Ego loses
energy and this makes it easier to plan game play. Eating a ghost results ina sound that is a rising scale (UP = GOOD) and this sound could be likened
with a swallowing sound (GHOSTEA.WAV). An eaten ghost is reduced to a
pair of eyes that swirl to the “ghost-home” at the center of the maze. The
sound for this is a sharp high-pitched two-tone siren like sound. (The Game
Ego can not enter the “ghost-home”). The death of Pac-Man is a falling scale
(DOWN = BAD) that ends with two rapid staccato tones that goes up
suggesting a possible continuation of the game (KILLED.WAV). Even if the
game states Game Over, you may always, as long as you have one, put in
another coin and restart the game.
However, how do we conceive of a tone scale rising or falling? It is quite
simple, as chapters 5 and 6 show. To produce a high pitched (high frequency-
rapid vibration) tone with the human voice one has to put in more energy to
the vocal cords than to produce a lower pitched tone. It is a question of the
body at work or the body at rest. The ultimate rest is death. Death is total
relaxation of the body.
Sounds also have physical responses. The increased speed and pitch of thesound provide a stress factor. This gives a sensory immersion. When we are
stressed we tend to get more focused on what we are doing. We focus on
what is important at the time being and for fulfilling certain purposes. The
stress caused by sound is providing focus on the game process and gives the
perceptual system a chance to suppress irrelevant sensory input.
Furthermore, when playing the game of Pac-Man (or any similar audiovisual
game) one is composing an audiovisual environment. One is a composer of
sound and images. The sounds produced by the enactment of being withinthe game environment do have a musical value. They are possible to play
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like a musical instrument. The Game Ego has a sonic function within the
game environment as the agency of composing. What happens when one
plays a game, like Pac-Man, is that a kind of sonic/musical piece is created.
Video gaming is not only about manipulation of images but also about the
manipulation and arrangement of sonic entities. Pac-Man and any otheraudiovisual game can be played much like a musical instrument. They are
rhythmic and dynamic sound experiences.
With this short and summary analysis of the sound I hope to have shown
that sound does have the same properties as visuals in some respect. They
are able to function at a basic level.
9.4.3 The Ghosts’ UP–DOWN relation
I would say that the most interesting characters in The Pac-Man game are
the ghosts (Shadow, Speedy, Bashful and Pokey). They are seen from their
front with their eyes indicating their direction of motion. When moving
SIDEWAYS, their eyes are aimed at the corresponding side, when moving
DOWN their eyes are aimed DOWNWARD etc. However, there is one funny
thing about this. When moving UP their eyes move UP on their heads
suggesting a change in visual perspective making the ghosts seen as from
above. They perform the same act as the characters in Bubble Trouble: they
turn the back towards the game player but here the back is seen as fromabove. There is no other change than this relocation of the eyes in the visual
representation, suggesting a shift of perspective, but its is enough to
establish the same schema of movement. UP = AWAY and DOWN =
COMING CLOSER.
This UP = AWAY and DOWN = COMING CLOSER can be related to the
physical setup of the computer hardware. The control device used for playing
the games are most commonly placed somewhere BELOW the screen on/in
which the action takes place. The relation between what is close and far
away is a relation between the game player’s hands and what he may control
with them. The inference of the images is in other words related to the
physical medium and the game player’s body. Note that the screen in the
image below showing an arcade console of Pac-Man is not vertically
positioned but tilted down. Note also the location of the control device below
the screen.
This will give another visual inference of the images shown on the screen.
This is due to the connection between the inner ear and the eye muscles that
feed our perceptual system with information concerning our bodily position
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Figure 11: Pac-Man controls. Note the location of the control device below the
screen.”PAC-MAN” Characters & Musical Works © 1980 NAMCO LTD. ALL RIGHTSRESERVED
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9.5 Bubble Trouble
This is a very short analysis related to Pac-Man. The game idea is very
similar to Pac-Man but a bit more elaborate. The objective is to have a
yellow fish eat other animals (mainly other fish and such) within a mazestructure. The maze is not static, however, since the borders of it (to some
extent anyway), are possible to both move around and destroy. This in turn
is similar to an older game called Pengo (Sega 1982).
9.5.1 Visual style and features
This game has two basic different visual perspectives. The Game Ego, in this
case a simulation of a yellow fish, is manifest by visuals showing it either
from the front, the back or from one of both its sides i.e. the Game Ego isshown from canonical points of view.
The immediate and first understanding of the game, however, is that it
represents a game environment as seen from above. In a little (non
statistically bulletproof) survey I found that 10 out of 10 persons understood
the game environment as seen from above. However, this is only a first and
immediate impression. There are ”air bubbles” coming from the bottom of
the screen ascending towards a non-visible water surface above. Things get
even more complicated when one starts to play the game. Then the conceptsof UP–DOWN and SIDEWAYS are launched, so to speak. Those concepts are
related and refer to the computer screen, which have an UP/TOP-
DOWN/BOTTOM and SIDEWAYS (LEFT/RIGHT) orientation, especially is
this the case when one moves the Game Ego SIDEWAYS. The fish is then
moving in its frontal direction (its head and eyes in the direction of its
movement) but the game player can only see it move from one side of the
screen to the other.
When moving the Game Ego UP it turns its back on the game player. Whenmoving DOWN it turns its front towards the game player. When moving
DOWN the eyes of the fish are looking DOWN giving emphasis to this
movement. This suggests UP = AWAY and DOWN = COMING CLOSER. It
is a natural mapping of space in play here. (A game player acts out and is
acted upon by the game).
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9.6 Defender
What I like about computer games is that they playwith your survival instinct. That’s the big difference
between computer games and pinball.. (EugeneJarvis quoted by Lowe, Jr. Playboy March 1982).
Defender (Williams 1980) is mainly a creation by Eugene Jarvis of whom the
netizens into computer games often say “he made the best games of the early
1980s”. Of course, this is a subjective statement but since we are concerned
with subjective experiences of interactions such judgments are of interest.
Such judgments bear witness of how game players of the era experienced the
games. (See also chapter 1 on source critique for a more elaborate discussion
on this topic).
The objective of this game is to save fellow humans on the ground by picking
them up in your little space ship, which is your Game Ego.
9.6.1 Controllability
As with many of the games Jarvis has been involved in, control is an
important issue of Defender. To manipulate and control the Game Ego and
create a strong link between the game player and the Game Ego seems
essential for Jarvis approach to computer games.
Eugene Jarvis games are the absolute best, thepinnacle of video achievement. They reek of innovation--this is the man who INVENTED thesmart bomb and the twin joystick control. They areplayability. They define the term. Games likeRobotron and Defender throw seemingly impossibleamounts of problems at the gamer. But, at the sametime, they gave the gamer total control over what
happened. (Sometimes they gave a little too muchcontrol - how many buttons did Stargate have - 32?)
These games not only enable, but demand that thegamer ’Get Into The Zone’. Once in the Zone, thegame loses its level of abstraction. The gamer stopsthinking about moving the joystick here andshooting that, in fact, the gamer stops thinking atall. The feeling is exhilarating - almost mystical. You simply see and react, but you are coping and
winning, and you don’t really know why. You startplanning several seconds ahead of what you are
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currently doing, but this is still not happening on astrictly conscious level. Planning isn’t the rightword. You simply know what’s going to happenseveral seconds down the road -- and you’re dealingwith an insane amount of problems, and you’rehandling it, and you’re happy. Then you get thewarm, fuzzy feeling of, Essential Coolness. (BrookBaklay http://www.geocities.com/SiliconValley/Haven/5521/index.html 2000-05-21 15.43).
The Game Ego of Defender is a little space ship with a distinct
FRONT–BACK orientation. Just one glance at the Game Ego reveals this.
How come one might ask. It is very simple. The Game Ego, i.e. the space
ship, is shaped in the likeness of an arrow and a sports car. The shape of an
arrow has also a very specific FRONT–BACK orientation as has thesportscar. As a game player one has tremendous control of the Game Ego. Or
rather, one can have it. It takes a lot of motor skill to control the Game Ego
and fight of the opponents in this game. That is what makes it fun. It takes
long time to master Defender, and that is one of the points of the game.
The environment in Defender is not possible to have in full and complete
overview. It is a side-scrolling environment. To my knowledge, this game
was the first to have such a presentation of the game environment. It means
that UP–DOWN and SIDEWAYS are strongly emphasized. The fact that youmay scroll the environment both left and right, stresses that the
SOURCE–PATH–GOAL schema is dynamic and fluid. You will have to
search the environment to solve the game, i.e. successfully carry out your
mission to save all your fellow humans. The suggested direction of motion
the Game Ego has when the game starts might show less successful than its
counterpart. You might have to turn around and search the ground and sky
and move in the opposite direction than the suggested one. This is similar to
what is going on in Spyro the Dragon (see chapter 5 on perceptual and
cognitive sets, 108).
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9.7 Duke Nukem 3D
Duke Nukem 3D is an action game in first person and three dimensions. The
episode I have chosen for my analysis is LA. Meltdown played at ”Let’s rock”
skill level.61
The visual perspective in the game Duke Nukem 3D (and that of many other
action/shoot–'em–up games) is a simulation of a first person when the game
starts. The visual perspective is a representation of what you would see if
you were there and as such actually put you into this situation, that is, into
this world.
The SOURCE–PATH–GOAL Schema is continuous within each level of
Duke Nukem 3D. It is only between levels that the environment is broken up(or when one uses ”teleporters” to move in within a level and of course, by
death of the Game Ego before completing a level). The main part of the game
has a continuous visual space. This space is often chosen by the game player
to be that of a first person. This space is not possible to overview completely
by the game player since the whole game environment is much larger that
what the visual field can contain.
1) Initially we see the hands, or rather the hands loading a gun. This action
lies beyond our control. We do not actually see much of the hands later on inthe game: we see the different weapons and the hands are visible when
loading or triggering weapons.62
2) We can also see the feet when we perform a certain command on the
keyboard.63
3) The whole character can be seen on surveillance screens, in mirrors and
from above or behind if we want to change the visual perspective of the game
from first person to third person.
The point of audition in the game Duke Nukem 3D (and in many other
action/shoot-'em-up games) is a simulation of a first person. The point of
audition is the same as the point of view, which makes up a coherent point of
being. The point of audition and the point of view are connected to the motor
action of the controllable character. When there is a change of being there is
61 Duke Nukem consists of four episodes and four different skill levels.62 What you can see of the hands depends on which weapon you choose and how you set your screen. If
you choose to leave out the information about your status and weapons in the screen’s lower part you willsee more of the hands.63 This command is up to you to decide but there is, as in most games, a default setting available.
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a change of point of view and point of audition. This gives emphasis to the
embodiment of perception i.e. a subjective rather than objective experience.
It is subject centered.
We can hear the voice, of which we have no control. That is, we can notdecide what the Game Ego says.64 The Game Ego comments on actions in the
game and even addresses the game player directly as the game player with
lines like ”What are you waiting for?” This comment creates a certain
distance between the game player and the Game Ego, but this distance is
soon outweighed by the motor actions the game player can perform.
We can hear grunts of opponents, which is a subgroup of voices.
There is also noise created when moving around e.g. thumps of feet on boxes,
sound of feet in ventilation drums etc. And of course we can hear the sound
of weapons used.
9.7.1 Controllability
Which actions can be performed? Or, even more interesting: How can actions
be performed? Let us first study some actions that can be performed in Duke
Nukem 3D:
1) Moving in all directions
2) Control weapons (change weapon, holster/upholster weapon and firing,
throw pipe bombs, aim weapon etc)
3) Kicking with one foot
All input is done by direct keyboard manipulation, or if the game player
prefers, combinations of mouse and keyboard control and input control motor
action.65 The Game Ego in Duke Nukem 3D is due to these factors motoric
rather than verbal. The identification process at work is of a bodily kind,involving direct motor interaction with the game environment. The actions
which the game player is allowed to perform constitutes the Game Ego. The
directness is of great importance. The Game Ego is not only constituted by
64 Other games could let the game player have certain control over what a character utters. Day of theTentacle (LucasArts 1993) is an example. In this game, the game player is allowed to choose from alimited set of lines. This means that the game player knows what the controllable character is about to saybefore he, she or it says it. This does, however, not mean that the game player knowshow the controllablecharacter will say the line. Qualities of the voice, its timbre, loudness etc. are not known before hand
through typography.65 The game player is allowed to decide which keys should control what. You may also use a joystick,however I have found it hard to successfully play this game that way. On the other hand, you might not.
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its visual and aural appearance. It does not matter whether a game is
visually presented on a flat two-dimensional screen where a complete
overview is possible or a complex three-dimensional world with landmarks
both aural and visual; the tactile motor/kinesthetic link is what matters the
most. The game is a bodily experience made up of more than just sight andhearing, since it also includes motor action. In the case of Duke Nukem 3D,
we can not see the complete environment at one instant. One has to move
around and find ones way through it. In this respect, the environment is
much like a maze.
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9.8 NHL 2000
As noted earlier, Lakoff and Johnson propose that we as human beings arefrontward oriented. Our primary concern is aimed in the direction of our
eyes. Our bodily movement possibilities are primarily aimed frontward. We
have encountered this in the above analyses of Pac-Man, Bubble Trouble,
Defender and Duke Nukem 3D. Zork also shows traces of this, as do Spyro
the Dragon analyzed in chapter 5, 108. Let us return to a quote that we
already have studied.
Since people typically function in an upright
position, see and move frontward, spend most of their time performing actions, and view themselvesas being basically good, we have a basis in ourexperience for viewing ourselves as more UP thanDOWN, more FRONT than BACK, more ACTIVEthan PASSIVE, more GOOD than BAD. (Lakoff,Johnson 1980, 132. See also the present workchapter 5, 82).
When playing computer games one uses this frontward orientation. A study
of the game NHL 2000 will show how this can be utilized for theimprovement of game play, i.e. the game’s playability.
Before doing the analysis I will introduce the game company Electronic Arts
and its brand EA Sports since it provides a context to read the analysis
within.
NHL 2000 is an ice hockey simulator from EA Sports. There are previous
versions of the product like NHL 98 and NHL 99. One of the basic things
about this series is that it provides an extension of the real National Hockey
League. The teams in the game are the same as in the NHL as are the
players. The faces of the real NHL players are rendered on the virtual
players of the game. That gives that one can easily detect players like Peter
Forsberg, Pavel Buré et. al. The game player can also render his or her face
onto a player and of course give a player his or her name.
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9.8.1 Visual style and features
The game player is allowed to decide the visual perspective from which the
game will be viewed from. There are several choices that can be made, such
as overhead cameras from different angles, cameras from the long side andfrom the perspectives of an individual player, to mention just a few.
The overall visual style of the game can be best described as a mix of
contemporary American television broadcasting of NHL and collectible
hockey cards. It is not primarily founded on earlier hockey games such as
those available on the Nintendo Entertainment System of the 1980s where
the game player could see the whole rink, or a scrolling rink, as from above
(like Ice Hockey from Nintendo 1988). The visual field in NHL 2000 is open
for blending many graphical elements of different kinds. The entire rink isnot kept in sight when playing the game. The spatial construction is
obtained by either the simulation of moving the “ virtual camera”, or by
changing the visual angle by a cut, fade or wipe of some sort. The simulation
of camera movements is of complex nature. The camera movements simulate
the camera movement of a broadcast NHL game. It would be perfectly
possible to keep the puck in the center of the visual field with out any delay
of the “camera”. The game engine must “know” where the puck is going and
hence would be able to monitor the puck constantly. But it does not do so.
One reason for this could be that the game player likely has the experienceof taking part in hockey through television broadcasts. In a broadcast
situation, the camera operator can only make a more or less intelligent guess
of where the puck goes and hence there will be a delay in the camera
movement when the operator tracks the puck. NHL 2000 does the same
giving the impression that there really are some camera operators (and a
producer) providing the images. The conceptual ground of the visual style is
the televised hockey game and not the game of ice hockey in itself.
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9.8.2 Audio style and features
The overall audio style is that of contemporary American broadcasting of
NHL featuring excited on location expert commentators, lots of cheering or
booing crowds, music accompaniment, players judgmental comments of thereferee, and the sounds of the game, is heavily emphasized. When players
hit the side walls of the rink it sounds just as it should – it confines itself to
the audio style of television by rendering the sound with lots of low
frequency attack. The game uses 3D-surround sound as do many broadcasts
of NHL games. This provides sensory immersion. The game player is
immersed in the game environment through this world’s sound as well as
through its game play.
The game player can choose which sounds there shall be in the game playingprocess and the relation between the sounds. This is a very common practice
within computer games. (Compare this with Day of the Tentacle, for
instance).
9.8.3 Controllability
The game has a complex set of parameters. Some of them relate to the
computer game as such (keyboard set-up, visual perspective, detail level etc.)
and others to the set up of the hockey team (choice of which players will playwhat position in the team etc.).
Direct control or direct object manipulation are significant to this game.
Which control keys that control what is tightly connected to which viewing
mode is chosen i.e. which virtual camera set up the game player chooses to
have. Furthermore, the game player may choose how the game shall
represent the Game Environment. I will only comment on some of the
choices:
Overhead 1: Displays the rink from above at a reasonably straight angle.
The whole width of the rink is always in display. This of course distances the
game player from the game. The visual field has a top-bottom configuration
with one goal at the top of the screen/rink and one at the bottom of the
screen/rink that matches the keyboard control. Arrow key up is towards the
top of the screen and vice versa.
Overhead 2: Displays the rink from above with a slightly greater angle and
closer to the rink. The game is thus acted out closer to the game player. The
configuration of the rink is the same as Overhead camera 1.
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FRONTWARD is either left of right since the Game Ego is displayed as a
side view.
To make some short connections to Gibson, we can note that the medium in
NHL 2000 is a simulation of our daily medium, air. It refracts light, (if welike it to and if our system is set up for it that is) it permits visually
controlled locomotion, which is naturally constrained by the hockey rink. We
can also hear the sound of cheering crowds so the medium also allows
audition. We cannot smell popcorn or hamburgers though. The medium does
not afford olfactory information. This might seem ridiculous even to mention.
However, I do feel it necessary at to least think in such terms. Which
affordances has the computer as medium and which affordances has the
environments presented by means of the computer? Since we are able to
simulate coffee drinking, the taste and the smell of coffee it is hence not astupid thought but a relevant question. (See Grodal on this in chapter 8,
paragraph 8.3.1). How will we make the game player sensory immersed in
the game? By which means will we do this? By tactile motor/kinesthetic
action, visually controlled locomotion, auditive information or visual
imagery? Or all of this? With this, I would just like to point out that there
are important questions to be asked that we probably do not ask ourselves
while interaction with or creating computer game environments – not on a
conscious level any way.
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9.9 Day of the Tentacle
George Lucas founded LucasArts Entertainment Company in 1982.
Considering Lucas being a filmmaker with some major box office successes
on his record, it is not surprising to find games developed from the stories orcharacters from films like Star Wars and Indiana Jones among the titles
from LucasArts.66 There are also original stories developed such as Full
Throttle, The Secret of Monkey Island etc. Lucas as a filmmaker is well
known for his interest in special effects, some of which have been
incorporated one way or another into the games. Many of the games also
show traces of filmmaking. There are often quite long animated sequences
that are nothing less than movies found in the games from LucasArts. It is
also not very surprising to notice that sound is important for this company
and the Games coming from it. George Lucas is one of the persons behind
THX and he has shown a great interest for sound use, sound production, and
sound reproduction in his movies.
9.9.1 Description of the game
Day of the Tentacle (LucasArts 1993) is an adventure game from Lucas Arts.
It is sort of a sequel to another game, namely Maniac Mansion (LucasFilm
1987).67 Day of the Tentacle has a clear fabula and a somewhat dynamic
syuzhet structure.68 The fabula could be described as follows:
At his mansion the (mad-) scientist Dr. Fred has in the likeness of Dr.
Frankenstein created a new life form: the tentacles. One of them, Purple
Tentacle, drinks water poisoned by Dr. Fred’s Sludge–O–Matic machine and
from that point on he becomes evil. Evil, in this case, means that he wants to
enslave the human species and take over the world. A visual sign of his
evilness is that he mutates and gets arms which Tentacles do not have in
66
Lucas is a successful director and executive producer. He has not directed nearly as many movies as hehas produced, though. Among the movies he has produced we find the movies in the Star Wars series(1977, 1980, 1983, 1999), and the Indiana Jones series (1981, 1984, 1989) to mention just a few.Characters from these movies have been used within games from LucasArts.67 With this particular game, LucasArts changed the user interface style of adventure games from beingparser-driven to the point-and-click interface. They developed a story engine, SCUMM (Script CreationUtility for Maniac Mansion) which is still at the core of their adventure games. In Maniac Mansion,student heroes are off to rescue a cheerleader from a mad scientist in a Victorian mansion. ManiacMansion was later on (1990) licensed to Jaleco for the Nintendo Entertainment System.(http://www.lucasarts.com/static/pr/mileston.htm 2000-05-22 10.24)68 I say somewhat dynamic since there are situations in the game that demand that an earlier situation orseveral situations be successfully solved before the present situation is possible to execute. An example of this is: you have to first obtain a "Help Wanted" sign as the character Bernard, then put it in a time
machine and send it two hundred years back in time to Hugie and then hand it over to a forefather of DrFred’s, Red Edison, to get access to a workshop and something you'll need later on.
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their original form. The outgrowth of arms makes him in a sense more
human i.e. he fits better the image schema of a human being. Three
youngsters, Bernard, Hugie and Laverne, are then called in by a human-
friendly tentacle (Green Tentacle) to stop him. To do this they have to travel
back in time to the day before and turn of the Sludge–O–Matic and hencehinder Purple Tentacle from drinking the poisoned water and by doing so
stop the situation of a hostile Tentacle takeover of the world from ever
occurring. When performing this time travel with the help of Dr. Fred, the
time machine and its modules break down and send the youngsters to three
different ages. Hugie is sent back two hundred years (which makes it
possible for him to encounter George Washington, Benjamin Franklin,
Thomas Jefferson and John Hancock). Laverne goes two hundred years in to
the future and is then caught in a world completely overtaken by the
tentacles and where humans are held as pets and slaves. Bernard is stuck inthe present and has to deal with the problems of our own age such as the tax
authorities. By cooperating over the centuries with the help of the, to some
degree functional, time machine modules, the three youngsters are able to be
brought back to present time. After some more problem solving, Purple
Tentacle’s attempt to take over the world is put to a successful end.
That is the basic outline of the fabula. The syuzhet however is a bit more
complicated since it is somewhat dynamic and dependent on the game
player’s actions. Of course, there is a fastest possible solution to the game,i.e. one could perform all necessary “moves”, so to speak, in a best possible
order. However, this is not the obvious purpose of game playing in this type
of game. Why spend a lot of money on a game that is too easy to solve and
play through? The syuzhet is suggested by the setup of the locations. The
contents of the different rooms in the mansion and the surroundings, in all
three ages, all provide material, manipulable objects necessary for the player
to find and use.69 These objects might in some cases have an obvious
affordance that is distracting for the contextual use. It is perhaps not that
obvious to first blow George Washington’s teeth to pieces and then replace
them with a set of mechanical chattering teeth, is it? You have do a bit of
thinking before coming up with such an idea. It helps to know that
Washington had wooden teeth. In Day of the Tentacle, one is likely to try to
use the chattering teeth on a mummy that is supposed to take part in a
beauty contest but this will not work. The mummy shall instead have set of
teeth from a horse. Yes I know this all seems absurd but within the game,
absurd logic is used extensively. It is what makes such games fun and
69 To my knowledge there are just few things, that does not have any specific purpose other than beingconfusing.
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entertaining in the first place. It also shows that some games have an overall
narrative structure that is meant to be enacted. They shift from a traditional
narrative mode with things being told to you as game player and situations
that you must enact and realize yourself. In Day of the Tentacle the border
between these modes are not very sharp. However, when there a cut-scenesthese are displayed in a more wide-screen like format than the actual game
sequences.
Now let us get back to the different time periods in which the characters end
up due to the cheapness of Dr Fred. There are reasons for the characters’
placement within their respective situations and periods.
Hugie is a roadie. He is used to work with heavy musical equipment, solve
technical problems and so on. He also plays some instrument in a band.Hence, he is suited to assist both a forefather of Dr. Fred and Benjamin
Franklin’s exploration of electricity.
Laverene is a ” sociopath” (which is maybe best shown in her vocal statement
early in the game that a hamster sent out by Green Tentacle as a messenger
could be used in her dissection lab the following day. She is forced to deal
with social interaction, such as conversation with other characters, within
her struggle to get back to her own time. There is for instance a sequence
where Laverene has been put in prison together with some ancestors of DrFred. She must then talk herself out of the predicament rather than using
violence and physical force. She is also later to perform some rather horrid
acts concerning the mentioned hamster, such as putting it in a microwave
oven.
Bernard is a ” smart dumb kid” and he constitutes the link between Hugie
and Laverne placed somewhere in the middle of their respective
characteristics and hence fits nicely within the present if we conceive of the
time as a linear scale. All these characteristics are established in the first
encounter we as game players have with them and they are made explicit
from written and spoken language and is implicitly hinted at in their visual
appearance.
Day of the Tentacle has a point and click interface. The characters are
indirectly controlled by the game player by first choosing which action the
Game Ego is to perform and then by pointing with the cursor assign the
Game Ego to perform the action. This is a much weaker link than a direct
control. It is time consuming, i.e. it takes a noticeable period of time, a
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duration of time, between the choice of action and the realization of the
choice.
The visual style of Day of the Tentacle is perhaps best described as two-
dimensional animated color movie, a cartoon. The colors are mainly clearand bright and the different objects within the field of view and in the game
environment are clearly distinguishable. Not all objects are manipulable
though, which at least in the beginning of the game is a bit frustrating.
The over all sound style of Day of the Tentacle is within the tradition of
classical Hollywood cinema and especially that of adventure/detective and
monster movies. There are thematic background music and audible dialogue
through out the game.
Day of the Tentacle allows the game player to choose whether he or she
wants to use spoken language or written language as the means for
characters to communicate. It also allows for having both spoken and
written language at the same time and adjusting the speed of displaying
written language. The game player may choose the relative loudness
between sounds such as background music and dialogue. It is hence possible
to play the game as a whole or parts of it without any background music.70
Day of the Tentacle is not a game that relies only on the images and their
relations as narrative points. It is also a game, which emphasizes explorativeinteraction of the written and spoken (English) language that make up the
dialogue in the game. It is a game of wordplay in which the meaning of
speech-acts are highly contextual and coherent with the game environment.
The preprogrammed multiple choice speech-acts of characters, (what John
Alexander would call “opti-linear” speech acts) are therefore of great
importance in order to successfully play the game through. Playing the game
successfully means obtaining the goal and hindering the game story from
ever happening in the first place. The dialogue structure builds around the
speech-acts branch points. The act of choosing a specific utterance opens up
the dialogue and creates a path to follow, as my analysis below will show. It
also temporarily cuts off other branches from the path. This creates a focus
in the dialogue that is quite easy to follow when once noticed. There is no
mixing of topics within the branches or paths, but an exploration of its initial
features even if the initial features are perhaps not so obvious when first
making a choice to explore it. The branch reveals information in-depth, so to
speak. From the initial choice of a branch, the speech-acts give away clues
70 To play the game without music I personally would humbly suggest not to do since a lot of the joy of this games stems from the music soundtrack and its use of clichés from classic Hollywood cinema.
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for further exploration of the game environment. The speech-acts have the
function of providing parts of the configuration that make up the game
environment – i.e. the whole. The speech-acts are to large extent concerned
with providing ACTION–LOCATION metaphors to the game player (see
chapter 5). You cannot do certain things if you are not in the right location.This is not a feature unique to this particular game though. It is rather
standard procedure in game design to do so. In a game like Zelda II, for
instance, you are given clues from wise men and others that lead you to
specific places that often is the hiding place for needed objects such as
gloves, boots etc. Utterances such as “with boots I could walk on the water”
is not only an utterance that reveals what possible action there is to perform
but also where this action can be carried out. Remember a sentence like “I
start the car” that reveals not only which action is performed but also where
the action is carried out. (on the ACTION–LOCATION metaphor in chapter5). The ACTION–LOCATION metaphor is answering two basic questions:
what happens and where does it happen. It also provides constraints on
actions and location as well as affordances. If you are at a specific location,
like when you are starting your car, you are obviously not performing certain
other actions such as taking a bath and so on. In Day of the Tentacle, the
dialogue structure is constraining certain actions as well as permitting and
encouraging other actions. In a way, one is as game player somewhat caught
in a word environment, an environment of speech-acts suggesting what to
do. It is neither pure action on action or pure word on word interaction but
rather a combination. However, there is always a motor act involved since
the interface is construed as a point and click system. And even if you were
to talk or type commands such acts are motor acts.
The purpose of the following example is to clarify how the kind of multiple
choice branching dialogue described above works. The character Bernard
enters a room in which he finds the character Nurse Edna. She is sitting in
front of some surveillance equipment consisting of among other things a
VCR and some video screens. I will describe both the input one has to
perform as a game player, that is one’s actions, and the output in which
these actions result. It is possible and suitable to conceive of this process as a
cause and effect chain with the game player as the producer of something
and the game’s output as the product of the producer’s actions. As mentioned
the ACTION–LOCATION metaphor is important for the understanding of
the game environment in Day of the Tenatcle. In the analysis I will comment
on how the speech-acts constrain and suggest (by actually trying to put a
constraint on the use of things) how to explore that game environmentfurther and how to manipulate which objects by making comments on them.
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parts are still the same when moving to a new space? If the controllable
character Bernard is ordered to ”Use Door” and he walks towards the door
and suddenly appears in a different room, he is the thing that is still the
same. Sound could be another link between spaces as it often is in film. The
SOURCE–PATH–GOAL Schema of this game has more similarities with afilm than with the early computer games.
9.9.3 How is a Game Ego constituted?
In this kind of game we have a LINK Schema but it is not based on tactile
motor/kinesthetic action as much as visual appearance and spoken language
information. The game is not as much action as it is analyzing information
given by spoken language and visual information. Since there are three
controllable characters it is also hard to focus on one of them, even if Bernard has something of a superior position in the game, being the first
character that is controllable and being the initiator of the action in the
beginning of the game.72 He is also the one who is cast in present time;
Hoagie is placed two hundred years back in time and Laverne two hundred
years into the future. As mentioned in chapter 7, interaction is a word so
filled up with content that it has become more or less meaningless. Or
rather, very personal. Depending on whom you ask what interaction is you
will have different answers. I will use two terms in the following analysis
that might need a definition. They are:
Vocal interaction/interactional speech-acts, by which I mean spoken
language in several levels, in this case in a game, (dialogue, monologue etc.).
Motor interaction, by which I mean both the direct and indirect tactile
motor/kinesthetic link established between the game player and the game.
Both of the terms above could be divided into several levels depending on
type, address, and context. They also relate to how we tend to personify the
computer game system as Scheibe’s and Erwin’s study shows and that weencountered in chapter 7, 127. See tables 3 and 4.
Table 3: Vocal interaction events/ interactional speech acts
1) Question answer
72
And therefore the closest. Closeness is strength of relation.
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is a conditional change in the visual flow as well as in the sound flow, i.e. it
depends which modes (written or spoken language or both) are chosen by the
game player. Bernard says: ”Excuse me...”. Nurse Edna replies to this in one
of several ways of which I just cite a few:
”Hi there stud. Eeeheeeheeeeheee.”
”Hi there my little squinky poo. Eeeheeeheeeeheee.”
”Hi there schooky doodle. Eeeheeeheeeeheee.”
”Hi there googly woogly. Eeeheeeheeeeheee.”
”Hi there you manly hunk, you”.
Edna’s voice is graphically presented by orange text i.e. a color that is
different to the one which by which Bernad’s voice is presented. The color is
personal and is part of the graphical prosody, so to speak. Note that all of
Edna’s answers reveal something of her personality: She is quite found of
men and likes to flirt. However, this conclusion is perhaps only possible to
draw if one repeatedly performs this action of talking to Nurse Edna.
When Nurse Edna has answered the game interface will change, which is a
change of the visual flow, and from this also follows a change of what is
possible to manipulate. The interface now shows a set of dialogue choices
which when chosen trigger what Bernard will say. This change in visual flow
introduces a turn-taking procedure. From the starting point of the dialogue,
of the conversation, where talking, communication, was initiated it is now
time for turn-taking and this is ruled by the set up of the interface.
We have three alternatives to choose from. I will call this part of the
dialogue the branching point when referred to later in the text. Let us first
study each alternative one by one.
”How’s Dr. Fred doing?”: This alternative aims at Nurse Edna in her role as
a nurse i.e. a medically trained person able to give judgements on peoples’
health. It is a question concerning Dr. Fred’s health and it will put the
conversation along a branch that puts some light on how Dr. Fred behaves
and the reasons for his behavior. This in turn provide crucial information
about were to find an important document that is necessary for the game
play and solution of the game. The ACTION–LOCATION metaphor evolves
around Dr Fred’s characteristics and his past actions.
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”This is quite an array of gadgetry you have here!”: This speech act focuses
the attention toward the technical equipment in the room. It has not to do
with Nurse Edna in her role as a nurse. Rather it is concerned with her role
as an authority and surveilour. It is a statement of astonishment. This opens
a branch, which provides information about the surveillance system’s visualabilities, which of course also is an important clue for the solution of the
game. The ACTION–LOCATION metaphor suggest that this room is made
for high-tech purposes and that certain actions of game play related to such
issues must be carried out here.
Both of these speech-acts are quite natural and are both related to what is in
the visual part of the game environment i.e. they are both related to the
visual field. The question about Dr Fred’s health is natural to put to a nurse
and the comment on the contents of the room is an obvious comment thatanyone with a technical interest might perform within such a location. This
gives to say that the location and the content of the location motivate these
initial speech acts.74
“I’ll let you get back to what you were doing”: This is the end point of the
dialogue. It is a statement. It does explicitly invite Nurse Edna to do or say
nothing more than possibly good bye and getting back to what she was
doing. This speech act closes the dialogue event
Let us take a look at how this multiple choice dialogue evolves.
Input to game (cause): Point and click the text: ”How’s Dr. Fred doing?”
Output from game (effect): Edna replies vocally and/or with written
language ”Well he’s still upset about the family financial situation, seeing it
as his fault and all, but he seems a lot better now since he stopped
sleepwalking”. This sentence reveals a lot of information about Dr Fred. He
is upset and has been so for a while. He and his family do have problems
with their finances. Dr Fred blames himself for this economical situation. Hehas a history of sleepwalking but now he has recovered from that. He does
seem to feel better since he quit sleepwalking. All this information
encourages the game player to further explore each possible branch. We also
do have a change in the visual flow that gives us five new alternatives for
Bernard to utter:
74 Of course, one might be retrospective and make this comment on the room at hand later to someone but
since there is a character present in the room and this person also is engaged in some kind of interactionwith the machines in it is only natural to perform the act of astonished comment in this location.
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”How’d he wreck the family finances?”
”What’s wrong with sleepwalking?”
”How did he manage to stop sleepwalking?”
”Well enough about Dr. Fred...”
”I´ll let you get back to what you where doing”.
As we see the information given in Nurse Edna’s utterance is put into
consideration and is up for a deeper study. I will call this the first choice of
branch one when referred to later in the text.
Input to game (cause):
”How’d he wreck the family finances?”
Output from game (effect): Edna replies vocally and/or with written
language ”Well, We should have made millions on that computer game they
made about our family, but the resident genius locked the contract in the
safe in his office and forgot the combination”.
What is made explicit in this utterance is that millions of dollars are
withheld because of Dr Fred’s action. There is a safe somewhere, probably inthe house, in which there is a fortune locked. Since one of the first rooms one
as game player has access to prior to the analyzed sequence does contain a
safe it is not to far fetched to hold that that safe is the safe in question.
Implicitly it is said that Dr Fred has a bad memory for numbers and it is
also hinted at a tense relation between Nurse Edna and Dr Fred since she
calls him “the resident genius” in quite an ironical tone. This gets somewhat
lost in then written language context though.
This leaves us with four alternatives for Bernard’s next utterance:
”What’s wrong with sleepwalking?”
”How did he manage to stop sleepwalking?”
”Well enough about Dr. Fred...”
”I´ll let you get back to what you where doing”.
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As shown we do not have any new possible input but just the omission of the
question just asked. The branching is closing and getting narrower.
Input to game (cause): ”What’s wrong with sleepwalking?”
Output from game (effect): Edna replies vocally and/or with written
language ”Ordinarily nothing, but when Fred sleepwalks he remember the
combination to the safe. I find him in the office, opening it, screaming like a
cat in the oven, slamming it again, something about what’s in there really
scares him. Unfortunately I was never able to catch the combination since he
works it so fast.”
This leaves us with three alternatives. Nothing is added but just as in the
previous case, the question asked is omitted.
”How did he manage to stop sleepwalking?”
”Well enough about Dr. Fred...”
”I´ll let you get back to what you where doing”.
Input to game (cause):
”How did he manage to stop sleepwalking?”
Output from game (effect): Edna replies vocally and/or with written
language, ”He stopped sleeping. Fred drinks a LOT of coffee. Me, I only
drink decaf.”
This causes also a change in the alternatives left. Instead of just omitting
the last question asked we are given these two alternatives:
”This is quite an array of gadgetry you have here!”
”I´ll let you get back to what you where doing”.
As we can see the passage ”Well enough about Dr. Fred...” is omitted and the
second alternative i.e. ”This is quite an array of gadgetry you have here!”
from the start of the dialogue is back again leading us to the next branch of
the dialogue. Up until this point, we have played the dialogue in a causal
way from top to bottom. However, this is not necessary. One might choose
any order.
Input to game (cause): ”This is quite an array of gadgetry you have here!”
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processing written language and spoken language we will encounter
problems further on if we omit the possibility to use written language as well
as spoken language in a game like this.
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initial hypothesis is based on our everyday experience and on other game
experiences. It is not the case that there really is some kind of dichotomy
between these two. Game experiences might be a part of the daily routine for
some people, for instance. They are to a large degree interdependent, and it
is not possible to make an absolute distinction between them. To clarify:game playing involves other everyday activities since it would be virtually
impossible to play a game without any experiential knowledge of the world,
as this dissertation shows. Our basic cognitive schemas, which we need for
game playing, are established already in our infancy. They are even innate
capabilities of the human mind. In addition, game playing also makes
possible new neural connections between primary metaphors, i.e. new
complex metaphorical concepts. Primary metaphors are as we have learned
the cross-domain mapping of sensorimotor experience upon subjective
experience. There is in other words a tight connection between acting withinthe environment and conceptualizing it. This goes for the environment that
usually surrounds us and the game environment as well. (For a more
detailed discussion on this see chapter 5 of the present work. See also Lakoff,
Johnson 1999, chapter 4 and Lakoff, Johnson 1980). Playing an interactable
computer game is cognitively not very different from other daily activities. It
is still the same conceptual system at work why there really is no need to
construct a dichotomy of real world, contra game play (or any media
experience for that matter) in the first place.
To get back to the quote from Brandom, it perhaps shows obvious
similarities with Gibson’s ecological approach to visual perception and his
ideas concerning the ecological environment versus a physical world.
Affordances and constraints are nothing less than any object’s
” appropriateness for various practical roles and its inappropriateness for
others” revealed by its appearance. Gibson’s division of the environment into
the three elements, medium, surface and substance, of which we mainly
encounter the two first with our senses, points in the same direction as
Heidegger’s idea of Dasein, as put forth by Brandom: we encounter a world
and make it an environment by our being within this world. The
environment has its affordances and its constraints in its layout. We have to
learn how to handle and manipulate the environment that surrounds us.
Before continuing into a more elaborate analysis, I will now go into a
description of the game Myst.
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9.10.1 Description of the game
Brothers Robyn and Rand Miller did set a new standard of computer game
play, graphics, and audio style with the release of Myst. The game consists of
more than 2500 ray-traced still images, a number of animations and
monologues.76 The images are displayed as two dimensional though they are
produced with software for making three dimensional objects. The technical
image quality is 256 colors in 72 dpi and the sound quality is 8 bit sound at
11127 Herz. With today’s standards (i.e. January 2001) this does not
especially impress, though in its time, it really was something very different.
This very technical description does not do justice to the experience of
playing the game. It is in a way an audiovisual version of earlier text based
games like Zork. It is an explorative puzzle adventure. There are bits and
pieces of information to be found and put together in order to form a deeperunderstanding of what is really at stake in the game. In other words, Myst
is, in a way, a giant puzzle that one may solve in different ways. There are a
couple of solutions to the game of which one is perhaps to be considered
better than the others.
Myst is also a narrative. There is a fabula in the game as well as an
organizing syuzhet. The latter is not as firm as in a movie, in that the
organization of events, to some extent, is left to the game player to actually
execute and put into being. As a narrative, it has one of the basics of
Aristotelian drama: a family conflict, where two sons oppose the authority of
their father and ruin his work. As a syuzhet, it is explorative. The game
player is allowed some control of the order of events taking place. The
environment is there to figure out, explore, and manipulate to solve the
puzzles and thereby get a deeper understanding of the fabula. The style of
the game has often been described by reviewers as ” surrealistic” and ” calm” .
(Cf. Nilsson, Hedberg 1995, Thente 1997 among numerous other articles on
this game).
Myst has been the subject for analysis also for others interested in computer
games. See for instance the chapter on Myst in Paul Mayer’s dissertation a
76 Ray-tracing is a technique that allows the image to take on a photorealistic appearance since it rendersand displays light refraction in the medium. There is a lot to be said about the issue of photorealism sincethis is a very problematic term. However, this is perhaps not the time and place for an elaborate discussionon this topic. However, as this dissertation shows, it may be wise to take on a broader understanding of audiovisual systems and not only use a camera analogy when coining terms. Photorealism means that theimage has a photo-like appearance. If we consider that we are accustomed taking part in film and otheraudiovisual media that is good, since we already have a basis in our experience to understand the images
we see and we are able to shape a perceptual set from the appearance of the images. However, it would bepossible to get a little further and display the images more like human visual perception than applying acamera analogy. (See also chapter 4 of the present work, 55 on this issue.
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property in the sound that I will get back to later in this analysis. It ends
with an emphasis of the sound possiblly best described as something that
first goes down and then rapidly up.
This is an animation. That means that the sound and the image, from atechnical definition, are two separate entities that have been brought
together within a common medium duration. There is no common cause for
the sound and the image in a recording-of-an-event sense. However, we
conceive of this sequence as one event with one basic property: that of
revolving up and down. This is duration of one event. We do think ahead and
speculate (that is we try to look for a possible conclusion) about where this
sound will end. Where it will end is also h o w it will end. This is basic
narrative speculation of an event. Or rather, the same structuring of mind,
that thinks ahead and speculates of how this sound will emerge, is the onethat allows narrative speculation. The same type of schema that Edward
Branigan so well applies to narratives and narrational processes in his
Narrative Comprehension and Film, is at work even in this short sequence of
only 13 seconds’ duration.
To get back to the logotype and sound construction: as noted, it is only one
event in our mind. This is so, since there is a strong similarity between the
images and the sound in that they describe the same event. It is a kinetic
anaphone in play here: that of revolving. (See also chapter 6 of the presentwork on this). There is a perceived similarity between the sound and the
image. It is not then a question of ” added value” , to connect this to Chion’s
terminology. Certainly, there is a definite impression of revolving motion.
However, there is motion in both of the manifest expressions, i.e. both the
sound and the image contain the same information therefor we can not
really talk about any added value in Chion’s sense. Revolving is already
contained within the image itself and in the sound itself. Together sound and
image form a sound-image of revolving upward and downward, and although
the image can not be the real cause, it is the conceived cause for the sound.We know that objects may produce sound so that is not a problem. Even
without the image to the sound, we would perceive a raising and probably
revolving object that produces the sound that we perceive. What we have
here is not, then, added value in Chion’s definition of the term, since this
explicitly means that sound and images do not contain the same information.
This case instead shows a boost effect, since we have the same information
from two sense modalities. I would not hesitate to suggest that our haptic
system is at work here, shaping yet a deeper understanding of what is going
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on in the sequence. The image and the sound works together to create a very
strong conception of revolving.
It is interesting to note that there is such a stronger relation here. We can
study the sound and image relation with the help of a piece of computersoftware that makes this even more obvious. I have taken the Brøderbund
logotype movie into an application called SoundEdit 16 (Version 2.0) and got
some very interesting and clarifying results that show the cross modality of
our sense perception in this sequence. I imported the movie as a QuickTime
movie and let the software display the sound as both waveform and
spectrum.
Figure 12: Soundwave and spectrum of Brøderbound logotype movie. All Myst, imagesand text © Cyan, Inc. All rights reserved. Myst ®
The waveform shows the amplitude of the sound and an overall structure of
this amplitude over time, i.e. how the sound evolves as sound waves in its
duration. This is useful since it shows how the sound-curve relates to the
image in ” size” so to speak. Loud is Big or Intense events going on or about
to happen. As salient object within the visual field might change its size and
have a corresponding sound making the event one event rather than two.
The display of sound as spectrum reveals which frequencies there are in thesound, and their development over time. These two ways of displaying a
sound, as waveform and spectrum, are much like taking freeze-frames of the
sound for study. It is not the ” sound” but the relations within the sound that
is displayed. One can form an understanding of the sound from these
displays. In addition, if we also display the moving images or key-frames of a
sequence we will find the relation between sound and image.
Of course, we also come closer to the images as such when displaying them
as key-frames, since this approach will emphasize their development overtime as well. Michel Chion, as we might recall and that we have already
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touched upon, does not seem to be positive about the use of spectral analysis
of a sound since it apprehends only physical data. (Chion 1994, 29. See also
the present work and the discussion on the three listening modes, 114). I
would say that my analysis above shows that this is not the case. There
really is a lot to take part in concerning the spectral analysis of a sound.Especially, if it is an audioviusal sequence that we are analyzing. It will
reveal the relations between the sound and the motions of the images as well
as the internal development of the sound.
Taking freeze frames of a sound has been said to be impossible since it
occurs over time. (Cf. Bordwell, Thompson 1993, 292). They also note the
temporal relation between sound and image (Bordwell, Thompson 1993, 313-
316). Metha Hallgren also notes this problem in her M.A. essay on
Marguerite Duras’ India Song. As she points out, the images are also time-dependent in order to be fully understood as what they are in the projection
situation as moving images. (Hallgren 2000, 22). To be moving, the images
need to be displayed in rapid succession. To somewhat widen the discussion
we may consider Detenber and Reeves’ work on arousal effects from visual
stimuli. Their work not only show that the arousal effect is a matter of the
image size rather than image content but also shows that we are keen to
interpret motion into stilled images from movies.
As moments frozen in time, the still images beg forspeculation on what has immediately preceded andwhat is likely to follow the event depicted.(Detenber, Reeves 1996, 79).
So, we do speculate and get the feeling of motion even if the image does not
display the actual motion as moving images. There might be an implied
motion in the image that makes us do such speculation. We are prone to
follow the begun structure of thought as the example of cognitive and
perceptual sets clearly shows (see chapter 5, 99, 102).
There is also a question about the size of the image in their study. Big
images are conceived as big objects, thus pictures seen as large images elicit
stronger feelings of arousal than the same pictures seen as small images.
This indicates that big objects elicit stronger feeling than small objects.
Sound is the result of vibrations in surfaces of substances transduced via a
medium to an animal that perceives the vibrations and makes it to a sound.
Big (massive) objects produce loud sounds when making vibrations since
they have more energy due to their mass.
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and the sound as separate, although my point is that they provide the same
thing in this specific case. It is also for the sake of argument that I choose to
have it this way even though this might seem to contradict my point. For my
present purposes, it will work to have this separation of sound and image
and treat them as if they were separate.
The images as mentioned, are displayed as key-frames. That is to say, not all
images are shown, and the number of images displayed depends on how one
chooses to display the sound. If one chooses to have a short timeline there
will be fewer key-frames and vice versa.
What my study reveals, is that the images of the animation describes the
same motion as the sound. The key-frames and sound spectrum are showing
almost identical curves! That is, there really is similarity in how the soundand images are displayed. In turn, I claim, this means that there really is a
similarity in how they are perceived. There is strong relation between the
sound, the image that makes the impression of being the formal cause of the
sound, and the way the spectrogram is displayed. By making the
spectrogram display the sound in this specific way, one makes it to an image,
which shows a topological structure. It is a curve that starts at a low point,
rises to a higher point and then goes back down. It ends with a sharp rise
and a down slope. The sharp rise corresponds with the visuals in a shift of
the letter’s making up the word Brøderbund. The slope is corresponding tothe fade out of the sound i.e. both sound and the salient object in the visual
(the word Brøderbund) disappears. The sharp rise in pitch is also a rise in
loudness. The sound gets louder when it first goes down and then up. A
sound that gets louder is conceptualized as something that is coming closer.
And indeed, this is an effect that is distinguishable in the example movie.
The letters take on a new brighter monochrome texture and hence look
clearer. They also change in size! They get bigger and bigger, which means
that they appear closer to the observer due to a natural mapping. The sound
gets louder and the letters get slightly bigger. The sound as well as the visuals occupy more of the perceptual field when their internal relations
changes at the same time and with the same basic structure. They again
prove to have similar conceptual structures. Consider the following
structures for instance.
UP–DOWN metaphors: high and low frequencies that correspond to
positions of the visual object in an UP–DOWN configuration within the
visual field.
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bodies) that we perceive as a totality. They go together and underscore each
other. The sound works as in previous examples as a kinetic anaphone. We
conceive of the sound and image motion as one event with the motion
causing the sound.
There is some perceived similar structuring of the sense perceptions going on
that is the cause for this coherence. There is a motion and spinning/turning
of the letters. They come into to the visual field gradually rather than the
whole letter or the whole word at once. We are used to nature being in synch.
That is, we know that a sound, its source, and the event that causes the
sound are one event that is concurrent in time. And yes there are some
exceptions to this. Lightning and thunder are separated in time, and, to
some extent as events. (And if we do see lightning, and hear the sound of
thunder at the same time, we will be busy taking shelter. This is often not apleasant experience but an experience of clear and immediate danger that
makes us seek for shelter by ducking and hiding). Even if we know that
lightning means that we soon will hear thunder, it is easy to separate these
events I presume. The sight of an airplane in mach 1, is also rathter
separate from the sound it produces, since the plane is moving faster than
sound and that light has a higher velocity in the medium of air than what
causes us to hear a sound, i.e. vibrations transduced in the medium. The
distance to the object, the airplane, of course also matters for this. Peter
Kubelka claims that cinema is never in synch and nature is always in synch.Film sound works mainly between sequences of images, sequences of sound,
and sequences of sound an images. This is noteworthy but perhaps not fully
correct. However, the point is, as I understand it, that we very easily map a
” real world” experience onto cinema. The latter is of course correct. There is
not really a need to cognitively our perceptually separate these two things
since they really are not two absolutely separate experiences but rather very
much the same since the cognitive processes are very much the same.78
9.10.6
The monologue
This part of the analysis refers to example file INTRO.MOV on the CD-
ROM. I will explore the introductory monologue in a number of possible
ways. It has several levels of content, as we will discover. I will begin with a
78 For a further discussion on this see Grodal, 1994, 26-27 and his comments on Carroll. Carroll holds theopinion that there is no difference between the way we read fiction and non-fiction which Grodal opposes.
I would not go as far as Carroll and claim that there is no difference at all. I rather say that the basiccognitive schemas used are the same. And since most of cognition is unconscious the difference lies thenin the conscious parts of mind.
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there but we do not focus our attention to it. This is, of course, nothing that
is unique to this specific example. It is rather a common and necessary
practice to let the sound of music or other sound fade to give a location for
the voice in the perceptual field. I believe that you will find this in almost
any handbook of editing audiovisual material. What you do not find in thosehandbooks though is the explanation of what is actually going on in the
human mind in this fade process as I have just described it. We also use the
term fade in the conceptual domain of things that does not stands as clear to
us as they used to and that has lost its importance. Memories fade, for
instance. Love fades away. Life itself might be described as fading when
growing old.
Let us get back to the concrete example from Myst: what we have are two
parties that are not focused on the music but on the voice: the producer of itis concerned with the production of words and we are focused on listening to
the voice, trying to hear and understand what the voice is saying. That is, we
are in a semantic listening mode to use Chion’s terminology. We will soon
encounter the semantic meaning of the words produced. However, before
that, some words on the timbre of the voice is necessary, since timbre is an
important part of this semantic meaning.
The voice has a male pitch and sober timbre. Timbre is considered a bit
problematic since it encourages subjective judgement. However, in thecontext of this dissertation this is I believe not a problem but rather a
positive, i.e. good, thing. (Which again is a subjective judgement of good and
bad!). In my opinion, the voice is sober to its timbre. It is a smooth
(subjective judgement), warm (subjective judgement), and pleasant timbre
(subjective judgement). What we have here in my description of the timbre,
is (as you by now might suspect) the product of metaphorical concepts of the
mind. It is inescapable to use such metaphorical concepts when it comes to
timbre. Timbre as a concept is a manifestation of metaphorical cross-domain
mapping. In German, timbre would translate into ” klangenfarbe” i.e. thesound color, which is also a strong indication of this. The language for sound
incorporates vision into itself. In turn this also indicates something else:
synesthesia. The cross modal synthesis of different sense perceptions.
The voice has an echo of 0.3 seconds roughly. If you listen to the last word
” written” it comes through very clear that this word is repeated. It stands
out so clear because the music almost pauses before it delivers a final hitting
sound (which is synchronized with the book falling down and bouncing but
we will get back to this aspect later). This echo of the voice makes usspeculate about the environment that contains the human agent speaking.
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What kind of environment will produce such effects on a voice? The
container of the human agent must be big to have this effect. There is an
easy formula for knowing when there will be an echo. When there is one
tenth (0.1) of a second delay from that moment one speaks a word and it gets
back as a sound we call this an echo. That means that there must be 17meters to a wall so that the sound travels 34 meters in total. (Sound waves
have a velocity of 340 meter per second in air. 17 + 17 = 34. 34 is 0.1 of 340.
Voila! There is an echo. Of course, this formula is nothing that we think
about. It is rather something that we know from being human beings within
environment where there are surfaces that have this effect. In this case of
Myst there is a 0.3-second delay before we hear the voice again. This would
by the same formula mean, that there is a reflecting surface at 25.5 meters.
In our conceptualizing of the voice and this effect it simply means that the
room is large.
In addition, this practice is a commonly used cliché for designating power
and making the producer of words larger than his bodily container. This is
known as ” The Voice of God” . When Moses meets God in the visual shape of
a burning bush in Cecil B. DeMille’s THE TEN COMMANDMENTS (1956) the
voice of God is large due to a similar effect of reverberation. It is a low
pitched prototypical male voice. An other example of this is when the fake
Wizard of Oz is introduced, his voice is larger than the real human agent
suggesting that the wizard is very powerful. (THE WIZARD OF OZ. Fleming1939).
I will now go into the ” semantic” part of the analysis. I have deliberately
waited on material with the semantic analysis of spoken or written
language. This enterprise is maybe not the best possible way since it does
not take into account what has preceded the language in the sequence. It is a
matter of understanding the true context of the utterance that I miss when
going directly to a semantical analysis of language. It is not so that there has
not been any semantic value in what precedes the use of human language.That is not what I am suggesting. To clarify: What the previous analyses
have shown is that there are cognitive semantic structures providing a
context for understanding the language part of the pieces analyzed. Yes,
there are grammar, syntax, prosody etc. in the sequence to follow. These are
understood in the context of their presence within the game though as well
as speech-acts in the case to follow.
What follows is a transcript of the monologue:
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I realized the moment I fell into the fissure that thebook would not be destroyed as I had planned.
It continued falling into that starry expanse of which I had only a fleeting glimpse. I (ha)ve tried to
speculate where it might have landed but I mustadmit however such conjecture’s futile. Stillquestions about whose hands would one day hold myMyst book were unsettling to me. I know myapprehensions might never be allayed.
And so I close realizing that perhaps the ending hasnot yet been written.
After this short monologue, delivered to us by a man, for us yet unknown, we
have obtained a lot of information on the game’s objectives even if we areunaware of this fact. Let us now study the monologue step by step.
I realized the moment I fell into the fissure that thebook would not be destroyed as I had planned.
The man speaking planned to destroy a book for some reason which is not
revealed to us. There is both the putting-forth and seclusion of information
in the first utterance. The man has been falling (I fell into the fissure). In the
visual present of the sequence he is in fact still falling. Or rather, someone
that we speculate being the speaking agent is falling during the first line of
the monologue. We map the prototypic male voice to an equally prototypic
shape of a human. The falling of the man begins at ” the moment” and
continues roughly to ” that starry expanse” .
It continued falling into that starry expanse of which I had only a fleeting glimpse.
At this point in the utterance, ” that starry expanse” i.e. the shape of the man
fades out and is replaced by what has the general shape of a book. Wecategorize the object at the basic level both because it has a specific look and
that the word ” book” is previously mentioned therefore the concept as such is
already in mind. Sound and image work in fusion. This also goes well along
with the phrase, ” It continued falling” referring to the book just mentioned
and to the book that we see falling. The man has lost control of himself (loss
of self control) and of the book (loss of object control). They are both falling
although they do not fall to the same place. The man falls into the fissure as
does the book but the book somehow continues falling into another location
of which the man has only ” a fleeting glimpse” . They are separated bylocation. Where the man falls and lands we do not get information about.
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I (ha)ve tried to speculate where it might havelanded but I must admit however such conjecture’sfutile.
This sentence reveals that quite some time has probably passed since what
see and what the man describes happened. The fact that he has tried tospeculate suggests that time has passed. It is also pointless and meaningless
to do this since this knowledge is unobtainable. The book did fall to a
location that is not to be found, i.e. not to be observed by him. This in turn
implies that we as game players are the ones to find this out since we see the
book continuously falling downwards within the visual container. There is
also an implication that it is not all that easy for the producer of the voice to
take this step since he says ” I must admit however” . This marks
dissatisfaction on his behalf with the given situation.
Still questions about whose hands would one dayhold my Myst book were unsettling to me.
The sense of past time is enhanced by this utterance. ” Still questions” and
” would one day” intensifies this passed time. It also indicates and enhances
the idea that the book’s planned destruction was really important. This is
manifest in the use of ” unsettling to me” which also indicates that it is a
personal involvement of some kind here. The book belonged to the man
speaking (” my Myst book” ) and the loss of it is somehow and for some reasonnot good for him. The destruction of the book would have been a controlled
loss. The loss of it and its disappearance is not a controlled loss. The
possibility of someone else getting hold of the book is a danger. There is an
implied question from the speaker concerning the intentions of such a
discoverer of the book. What would that person do with the book? In
addition, since we see the book and follow its trajectory we are able to
speculate about the possibility that we are the ones to find it. This in turn
puts forth a question to us: what will you do with the Myst book? This
question is enhanced by the following sentence:
I know my apprehensions might never be allayed.
The book’s disappearance is so disturbing to the speaker that he can not put
it to rest. It will always trouble him.
And so I close realizing that perhaps the ending hasnot yet been written.
This last utterance points out yet another affordance of a book in general: itis write-able. The end of events may be left up to us to write into the Myst
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book. It is suggested that an agent might take action if he or she finds the
book and do something that was not meant to be done. The chain of events is
not cut off but rather paused by the loss of the book and the failure of its
destruction. The voice also manifests a synchronous falling scale in
conjunction with the musical track and the content of the visual container inthat the book stops falling, the music goes down in pitch. The effect of this is
that we have reached an end point of one chain of events. The spoken words,
however, point to the fact that this is also a new starting point, a source, for
new events to begin.
The style of the monologue is sophisticated and also indicates that the
person speaking does not belong fully in our own time. The choice of words is
not the most common in daily contemporary English. In addition, the
grammatical structure, at least to me, makes an impression of older use of language. It indicates that the person speaking is an educated man
belonging somewhere else in time than we do. Although the sound of the
voice makes him large and also powerful (large objects contain more energy
than small ones in our conceptualization of them), he is restricted in power
by the uncontrolled loss of the Myst book.
What the monologue has described is a SOURCE-PATH-DESTINATION
structure. There once was a location at which a certain action was meant to
take place. This action was not performed because of some unknown factorthat created a fissure in the environmental surface opening a gap to another
location. The book and the man fall via a PATH in a medium to reach two
separate DESTINATIONS. This kind of structure is a basic narrative
structure. Change the starting point, the medium of the path, the surface
layout and the destination and you will have another realization of the
fabula.
Up to this point we have been exposed for the basis for construing a cognitive
set. As my analysis has shown, we do perceive structures of DIRECTIONSsuch as, DOWNWARDS, SIDE-TO SIDE, and INTO. This is, I believe, not
coincidental but a result of the game makers intuitive or conscious use of
sound and image structures as coherent entities to introduce the game’s
objectives. And as suggested mind seeks to use what it has and add only the
necessary this makes sense. Literally make sense that is. We are getting
tuned into the structure of directionality and moving and that is much of
what Myst is about: visually controlled locomotion and the constructive use
of environmental affordances that are based in the efforts of solving logical
problems by object/environment manipulation.
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9.10.7 Entering Myst.
This part of the analysis refers to example files INTRO2.MOV and
MYST.MOV on the CD-ROM. The latter is a recording of an actual game
session. We are now left with a lot of information from the monologue and
the book lying in front of us. A book has some general affordances. It is open-
up-able and hopefully also read-able in some way. The open-up-ability is
however the first affordance of a book that we meet when encountering it.
The read-ability is an implied affordance of a book that we encounter after
opening it up. As the above analysis of the monologue showed there is yet
another affordance of a book in that it is write-able.
We have also the sound of wind blowing and within the visual container a
new object appears. It is a hand pointing with its index finger. A hand
affords manipulation as the word in itself suggests. Since this is a computergame and hence is conceptualized as an interactble environment, we may
establish a conceptual link between the hand in the visual container and
ourselves. This is manifest if we move the input device to the game, i.e. the
mouse with one of our hands. The hand within the game will move
accordingly. This is our first chance, from that moment we started the game
to perform manipulation of the game environment. We may move the hand
and click the mouse to explore what happens. Nothing will happen though
until we put the hand on the book and click on it. It then gets bigger and
reveals that it really is the Myst book. Or at least a Myst. There might be
others but we have only been told something about one Myst. The word Myst
is written in capitals on it. It opens up, and reveals that it is not an ordinary
book. Instead of text, it contains a visual container with moving images. The
moving image sequence shows a flight over water ending up at a dock. A
similar structure of the sound as in the monologue sequence ends the display
of moving images synchronized with the images. They both drop and stop
hard which marks a new end point, a destination that is a possible new point
of departure. A still image is displayed showing a part of a dock. If we nowmove the hand into that part of the field that contains a still image it will
change shape. Instead of pointing it grabs.81 This suggests that clicking
would be grabbing the image getting it closer to us. However, if we do click
the mouse to do this, we will find that this generates a repeated phasing
sound and a black screen that turns into a larger version of the still image
just displayed. We have not picked up the image though to get a closer look
at it. This is suggested by the sound and its phasing quality. As in the
81
Some might say that the hand is open showing the back of it however I do believe that to be amisinterpretation. The index finger gets shorter and the length of the other fingers are to short for the handto be fully open.
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previous examples, this sound structure indicates motion and in this case
even relocation. Phasing effects such as this are used in many movies
designating relocation and even entering the unknown. The same basic
quality of a sound is used for instance in Tarkovsky's STALKER when three
men are entering a guarded and closed off zone. They ride a motorizedtrolley on a railroad and the sound of the wheels going over the gap between
rails are slowly mixed with a phasing bass sound that also has an echo effect
added to it. In combination with close ups of the men this is a very
suggestive audiovisual sequence in which sound and images turn into one
coherent event: the event of transformation and relocation.
It is also a widely used effect in other computer games. Robotron 2084 for
instance has similar basic structure in the sound that accompanies the
Game Ego’s entrance into the game board and change between levels.
Within the environment of Myst, the visual seems to reign. The game is
structured, at least in the beginning of it after entering the Myst book,
through the use of linear perspective and manipulation of the Game Ego’s
localization. The succession of images, when beginning to explore Myst does
play a significant role in how a game player is made to move in the
environment. At certain points, one is lured away from one’s initial planned
path, so to speak.
There is a play going on between us as game players and the way the
environment presents its layout to us. It is close to how Mark Johnson
defines interaction as being forces of the world acting upon us as humans
and our action up on the world. The world could in this context easily be
replaced by the word environment. We conceive of ourselves as live animate
objects contained within the world. Other humans are other objects outside
us, i.e. they are parts of an outside world. In other words, the environment
and our human agency are parts of a PART–WHOLE structure. There is no
need to discern human, social interaction from interaction with machines if we stress this a little. We are always interacting with the outside world. The
environment of Myst is acting upon us while we are within it due to the
presentation of its layout. Much in the way suggested by Lakoff in Women,
Fire and Dangerous Things (Lakoff 1987a, 50) and that is discussed in
chapter 6 of the present work.
Gibson’s idea of visually controlled locomotion is applicable on the
environment of Myst. Moving around in Myst is performed by pointing (and
clicking) the hand of which we are allowed control. This hand is themanifestation of the tactile/kinesthetic motor link between game player and
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game environment. Depending on where in the visual container it is placed
by the game player it points in suggested directions of locomotion. If we
choose to click the mouse while the hand is pointing straight ahead, we will
see a new image from a different point of visual observation. We will also at
many such instances hear things slightly differently, since our point of auditive observation has also changed. (They are not really separate things.
Gibson does not discern them this way but rather claims that observation is
not only made through vision). We have moved in our frontal direction
straight ahead. This is obvious due to these changes in point of observation.
If, however, we choose to click the mouse when the hand points to either side
it may not be as obvious in the first inference of what has happened. In the
later case, we often only have a change in the visual point of observation
that is discernible.
We can not move freely around. There are constraints in the environment
that hinder us from doing this. There is a tight bond between the direction of
vision and the direction of locomotion.
We can plan to go a certain way but the next image might not be what is
expected even if it is a logical image to present. If we take the walk from the
dock we are first placed at when entering the world of Myst the visual
perspective suggests us to move in a specific direction. It does not suggest us
to turn around and by doing so get an overview of the place one is standingat. Instead, most players start to go in the suggested direction. In addition,
when doing so one can not help but to see a thing to the right that has
something switch-like on it and most players do try to switch this switch-like
thing. It will result in an animation of the switch as well as a sound that is
also switch like. Then, many players see another switch to the left. To reach
that switch one has to move up some stairs. Performing this action one gets
to an intermediate point on one’s way that might lead one astray. Instead of
immediately getting to the desired switch, one will find oneself in the middle
of the stairs. It is easy then to loose one‚s way and start walking in anotherdirection than the planned one. It is, in other, words easy to forget what one
initially planned to do and do something else that the environment affords
and encourages. This is a direct result of the game structure and the use of
still (or ” arrested images” to use Gibson’s terminology in a slightly different
meaning than he does himself). When playing Myst, one is in most cases
forced into specific points of observation that are maybe not the most obvious
locations to place oneself at if one where to carry out the intended
SOURCE–PATH–GOAL/DESTINATION schema. There is a constant loss of
self control in play that literally manipulates our Game Ego presence. To get
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back to the example, we now stand at the stairs that should lead us to the
next switch. However, to the left of us we see another path and many game
players take the left at that point for the next move. A new stair then shows
and in the next picture one will see a piece of paper on the ground that is
pick-up-able and contains a message meant for the eyes of someone namedCatherine. Of course, one starts to read it. The message will probably make
us re-plan our locomotion and go back to the dock.
I will stop here. The point is already made. The layout of the environment is
very important. The file MYST.MOV contains a long stroll which illustrates
the above and even continues further on into the game environment.
As Torben Grodal notes (Grodal 1999a) the film camera may simulate
human visual perception and have some objects in focus and some out of focus. He also notes that even when that occurs we may as viewers focus on
the out of focus parts of the image displayed on a movie or computer screen.
(Grodal 1999a, 6). Most, if not all, early computer games up until about the
time of Myst have all its visual components in sharp focus. Or rather one
might say, it has them in the same visual focus all over and does not discern
objects far away from the Game Ego’s point of visual observation from
objects close to this point in terms of focus. Their size and sometimes even
their movement and the fact that they where overlapped by other visual
objects was the main (only) cue for showing them as distant. The depth of the visual world is not often strongly emphasized in early computer games.
Such computer games are acted out on a horizontal and vertical plane rather
than in depth. They are acted out on the closest surface within reach from
the point of being established by the point of observation. They are
concerned with motion (visual action from motor action) that emphasizes the
“up-and-downess” and the “side-to-sideness” of the media’s visual system.
One could also say that they are up-and-downable and side-to-sideable
games.
In Gibson’s theory of visual perception motion is the key for perceiving
depth. The fact that we are moving within the environment and that the
point of observation is changing creates the sense of depth. This is due to the
visual kinesthesis. We are aware that we are moving within the
environment when walking around, driving a car etc. As he notes, cinema
does not allow full access to the visual controlled locomotion since he is
” helpless to intervene” . (Gibson 1986, 295).
The human eye does have a narrow focus, a narrow visual field (to useGibson’s term), which is of importance when comparing a large film screen to
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a smaller computer monitor (computer screen). The center of attention is
sharper than the periphery. A large screen in cinema makes available a
range of visual effects with shifting attention focus. And we do get aroused
by images primarily due to their size when viewed rapidly as we have seen
in the work of Detenber and Reeves. (Detenber, Reeves 1996, as referred toearlier in this chapter).
How does this work?
There are several reasons for this.
UP–DOWN and SIDEWAYS are strong schemas that are easily transduced
to a game environment.
Distance is not only scale and size but also the richness in texture of objects.In games like Quake and Duke Nukem 3D one will experience a kind of
reversed perception of texture. At a distance objects will be rendered as
texture-rich objects but in close up, i.e. if one moves the Game Ego close to,
say, a wall, the wall will be seen as construed of large blocks of a mosaic.
Texture will be reduced the closer the Game Ego gets. This will result in a
visual experience, which is perhaps not often found outside the game
environment. Outside the game environment we may have access to more
information about any object’s texture the closer we get, but in game
environment (up to date) it will often be less information accessible to us.This is, of course, due to how a computer image is rendered and is the result
of a finite number of bits representing the texture of an object in a digital
environment and the ability of the hardware to generate an image. A digital
image is built up from pixels that may be either bit mapped or relate to
vectors. A computer generated image that would mimic a brick wall perfectly
would have to hold a number of informational bits that would be astronomic
if it would be possible to get an extreme close up of it without pixilation. And
to perform this in real-time is nothing that a personal computer of today will
cope with. You may render an image with extremely high-resolution and use
it in a sequence with other images but to perform this task in real-time…
that’s another story, entirely. Imagine the possibility to simulate just one
brick, get a close up and then even chop it up in pieces and examine them in
close up and even in a microscope. No wonder that the visual world in game
environments sometimes might feel strange.
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Figure 13: The Dock in Myst. Note the use of linear perspective. All Myst, images andtext © Cyan, Inc. All rights reserved Myst ®
Figure 14: From the forechamber beside the dock. Note the location of the button. AllMyst, images and text © Cyan, Inc. All rights reserved. Myst ®
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capability to afford an interaction experience. This makes it an interaction
experience of the human body/mind rather than some external objectifiable
quality that is possible to measure in terms of frequency (how often you
could interact), range (how many choices were available) and significance
(how much the choices really affected matters). This is the formulasuggested by Brenda Laurel, which she abandoned for good reasons (as
chapter 7 showed). They will divert us from the real issue of the interaction
as an ongoing process. Jens F. Jensen on the other hand seems to cohere to
this way of thinking with his considerably more objective approach to the
issue of interactivity. Jensen seems to embrace what Laurel has left behind.
This is something that I do not. I propose a more subjective approach to this
issue as suggested in chapter 7 of the present work.
Furthermore it is important to note that a disembodiedness is most stronglyfelt if the interaction process is blocked in some way.
A theory of the audiovisual seems to be bound for ending up in a theory of
the process of visual conceptualizing. What film-studies do in using the point
of view concept, as a concept that has its basis in the visual phenomenon of
the movie, is misleading for the thoughts about this medium. The
understanding of the movie will be a visual kind of understanding since the
concepts used for understanding are based on image schemata (which are
not images in them selves but schemata for structuring perceptions).However, this does not mean that the basis for the cognitive processing of
image schemata is necessary an image. It could, as Mark Johnson writes be
any sense modality, but the visual system is predominant. (See Johnson
1990, 25-26 and the present work, 85). Hence, it is not the best of ideas to
think about point of view as something literally visual. Rather we must
rethink the concept to allow for more than one sense or to scrap it in favor of
other concepts that discover the sense modalities employed in film or
computer games.
Sound and images, hearing and visual perceptions are merged, as are other
sense modalities, in the processing of image schemata. Visualization is not
the putting on paper of some image. No, it is rather the process by which we
understand and conceive the environment and the phenomenon in it. It is
the process of making things concrete and tangible, and it does not rely
solely on the visual perception. The visualization may have its origin in an
audible perception but the result is not an auditive understanding but a
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visual understanding. 82 We form a shape of the sound and try to connect it
to another phenomenon that is distinguishable as a visual phenomenon.
Likewise, image schemata structures also our motor performances. A
SOURCE-PATH_GOAL schema is a motor schema. From the structuring
image schemata, we are able to project rich mental images. 83
Some questions might be in order here. Is the language cue ” image” enough
to overtake the essence of the process? (See Mark Johnson, The Body in the
Mind, 26). Are we performing the same mistake when using the term image
schema/schemata as are film scholars when using the concept of point of
view? Anything described is added to some other medium’s features and is
no longer in its original phenomenological state of being. It is represented by
a language description, which might hide or highlight its actual
phenomenological state. Language is a medium of hiding or highlighting thephenomenon in the world to put it Johnson’s terminology. What seems
reasonable to conclude is what Lakoff and Johnson find out: language
reveals a lot of our functioning in the world and the functioning is based in
the conception of ourselves as visual beings and the world as a visible map of
relations between our bodily container and the rest of the world. To put it in
more Gibsonian terms, the language is not the environment but a
description of it.84 Language is the human artifact of environment-grasping
and is based on cognitive processes beyond language itself. The environment,
is understood as spatial and temporal relations. The spatial relations are themost dominant. (See Lakoff and Jonson. Philosphy in the Flesh. chapter 10
and the present work The SOURCE–PATH–GOAL Schema in chapter 5
where I discuss fabula and syuzhet in relation to this). It is also the case,
that the image schematic structures perform a mediation of the world into
structured conceptions. The world is never conceived as it is but as its is
mediated by such structures. The influence of Immanuel Kant is easily
noticeable here. As Johnson makes clear, his, (Johnson’s), use of image
schemata is very close to Kant’s use of image structures. As Kant writes and
as Johnson points out: ” The schema of the triangle can exist nowhere but in
thought.” (Johnson 1990, 24). 85 Note also Johnson’s reference to Lakoff’s
explanation on this issue:
82 Hence the joy of cartoon animation maybe? Sound and images already merge in the perceptual phase. Itis also maybe a salient feature of Kubrick´s 2001, which is easy to experience but hard to describe bylanguage. It is conceivable as an audiovisual experience with some narrative parts but is often found hardto make a language description of.83 Another reason to stress this point is to avoid a psychoanalytic conception of the body.84 This is not the essence of Gibson's theory but my adjustment of Lakoff and Johnson's terminology to
make it fit Gibson's terminology.85 Originally from Kant's Critique of Pure Reason. Eng. translation by Norman Kemp Smith New York1965 A 141/B180)
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The names that we have given to image-schemas,and to image-schema transformations, are verymuch in keeping with the kind of symbolization thatmight be used in studies of computer vision. But thenames are not the things named. (Johnson. The Body in the Mind. 27).
Important no notice in this context is that Lakoff explicitly writes that the
term ” image” is not intended to be limited to visual images. We have also
auditory images, olfactory images and images of how forces act upon us.
(Lakoff 1987a, 444.)
So, what I suggest is that we have to think about which kind of visual
understanding we should employ with movies or audiovisual media at large.
The language-based point of view conceptualized visual understanding orthe image-schemata-multi-sense-modal-based view? Alternatively, a merging
of them? It is all too easy to fall into the common binary trap of either/or.
What can the two contribute to the analysis of movies or computer games or
any audiovisual medium? And what will be the result of a merging of them?
First lets get back to Johnson’s writing. He claims:
The very structure of orientation is perspectival. And grasping the relevant perspective is not usuallya matter of entertaining a proposition, such as I’m viewing the container from outside” ; rather it issimply a point of view we take up , because it is partof the structural relations of the relevant schema.(Johnson 1990, 36).
Which perspective is relevant will depend upon thecontext. (Ibid. 36).
We may divide the process of human conceptualization into perceptual phase
and cognitive phase. In so doing we can assume that this will affect the userinterface design. How does perception relay into cognition?86
When a game player is given direct, immediate, control of a character in a
game, he or she tends to identify with the game character referring to it as
”I” no matter how the visual representation is constructed regarding first or
third person perspective. The use of combined embodied perception is
important in founding a Game Ego as discussed in chapter 8. As chapter 9
shows, this is evident in ”simple” games like Space Invaders, PacMan, etc. as
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well as in more ”complex” games like Duke Nukem 3D and NHL 2000. The
direct control offers another kind of identification with the controllable object
within the game than an indirect control does. The motor action of a player
extends without noticeable delay into another action within the game
causing a direct tactile motor/kinesthetic link between the game player andthe game. This, of course, is valid only if the processing speed of the
computer allows for this directness. When the link is distorted by slow speed
not intended to be in the game etc. the link becomes weaker (it breaks) and
the identification with controllable object is hindered.
10.2 The Tactile motor/kinesthetic link
Computer games require action. Action is using the body. The body and the
embodiment of perception are crucial for the constitution of a Game Ego andthe manifestation of a game environment. 87 Visually controlled locomotion
through direct manipulation of an interactable audiovisual environment is
what computer/computer games are all about. As a result of the application
of experientialist theory of cognition on computer games and film a central
concept is achieved: the tactile motor/kinesthetic link. Computer games are
able to use other ways of creating an environment and emotions than do film
and television. This is due to the embodiment of cognition and by the act of
playing.
The link makes it possible to actively manipulate what is displayed on the
screen. It allows concrete motor action to extend into and affect the visual
and auditive world. It does not matter much if the visual container allows a
three dimensional representation to be manipulated in real time as in
Unreal, Quake etc. or if it is a series of still images that one control the
display of as in Myst. The sense of motion of one’s Game Ego is still
protruding through this manipulation. The change of the visual and auditive
container is what manifests the visually controlled locomotion. The tactile
motor/kinesthetic link also allows more direct object manipulation with thegame environment. The tactile motor/kinesthetic link between a game player
and a Game Ego is the primary basis for identification with the Game Ego.
10.3 The Game Ego
I have in this dissertation introduced the concept of a Game Ego. It is not a
question only of point of view as being the central means by which
identification with a computer game character is established. My work
87 ”Metaphor is primarily a matter of thought and action and only derivatively a matter of language”.(Lakoff, Johnson 1980, 153).
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provides a study of the interaction between output from game > perception >
cognition > interaction > input to game > new output from game. As noted in
chapter 8, the sophistication of the player’s internal relations between
perception, cognition, emotion and action, is more important than the degree
to which the Game Ego is visible. In a movie, such as T HE L ADY IN THE L AKElong takes without a visible body of a protagonist, to use film theory
terminology, might be conceived as disturbing while in an interactable
computer game the identification process is different. In the movie situation
we seek for a visual anchoring of the perceiving subject that we are meant to
identify with. In games like Duke Nukem 3D, or Doom we have something
that looks similar to ” subjective camera use” . In games like Spyro the
Dragon, we have what looks like a tracking camera.
However, due to the tactile motor/kinesthetic link, which is the relationbetween perception, cognition and action, we will not conceive of the
identification in the last case, as being stronger than in Doom. In a movie, it
is the lack of motor control, motor access to the diegetic environment that
makes us wish for a visual presence of a protagonist. Computer games, on
the other hand, will afford motor control. A lack of bodily presence and a lack
of motor control is the very basis for a ” subjective shot” . It is what makes the
shot subjective.
The body of a Game Ego is anchored, it is made manifest, through the tactilemotor/kinesthetic link between the game player and the game environment.
We are really there. The concrete actions taken by the game player are the
foundation for the identification with the abstract cognitive model of a Game
Ego. It does not matter whether the movement is performed in 2-dimensions
or 3-dimensions, as long as it is direct. The game player imagines him- or
herself as moving in the environment. The color depth, i.e. the amount of
colors, is also not important. Two colors are enough. As soon as something is
possible to be perceived, to be something separated from its environment, it
gets to be an object. It gets to be a PART in a PART–WHOLE configuration.
Computer games are audiovisuo-motor experiences. Whereas a film in the
traditional meaning has a plethora of sound and image configurations from
which the perceiver builds the narration and the narrative, a computer game
may use all this, a few more dynamic ways of sound and image
configurations, and at least a tactile motor/kinesthetic link based on concrete
motor action. The relation between sound and image in a computer game
considered as hardware/software (i.e. at the level of medium definition) is
not necessarily fixed. Its is always possible to have a dynamic flow instead of fixed relations between sound and image in the computer game situation.
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11 References
11.1 Literature mentioned
Alexander, John (1999): Screen Play – Audiovisual Narrative and Viewer
Interaction. Stockholm University.
Altman, Rick (1997): ’The Silence of the silence’. In Musically Quarterly # 80
volume 4, 648-718
Anderson, Joseph D. (1996): The Reality of Illusion: An Ecological Approach
to Cognitive Film Theory. Carbondale, Southern Illinois University Press
Andrew J. Dudley (1976): The Major Film Theories: An Introduction. New
York, London, Oxford: Oxford University Press,
Bachtin, Michail (1991): ’ Kronotopen’ (’The Chronotope’. My translation) in
Det Dialogiska Ordet, Swedish translation, Gråbo,Anthropos,
Bastian, Peter (1987): In i musiken ( In to the music. My translation of the
title). Swedish translation, Stockholm:
Batchen, Geoffrey (1999) Burning With Desire. Boston: MIT Press
Bordwell David and Thompson, Kristin (1994): Film History: An
introduction. New York: MacGraw-Hill
Bordwell, David (1991): Making Meaning: Inference and Rhetoric in the
Interpretation of Cinema. Cambridge: Harvard University Press
Bordwell, David (1997): Narration in the Fiction Film. London: Routledge
Bordwell, David and Thompson, Kristin (1993): Film Art: An Introduction.
New York: McGraw-Hill
Bordwell, David, and Carroll Noël (1999): Post-Theory. Madison Wisconsin:
University of Wisconsin Press
Brandom, Robert (1992): ’Categories in Being in Time’. In Dreyfuss, Hubert
and Hall, Harrison, eds. Heidegger A Critical Reader. Cambridge
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Branigan, Edward (1984): Point of View in the Cinema: A Theory of
Narration and Subjectivity in Classical Film. New York: Mouton Publishers
Branigan, Edward (1997): ’ Sound, Epistemology and Film’ in Allen and
Smith eds. Film Theory and Philosophy. Oxford: Clarendon Press,
Branigan, Edward. (1992): Narrative Comprehension and Film. London/New
York: Routledge
Brooks, L. (1968): ’ Spatial and Verbal Components of the Act of Recall’. In
Canadian Journal of Psychology, 22, 349-368
Bugelski, B R and Alampay Delia A. (1961): ’The role of frequency in
developing perceptual sets’. In Canadian Journal of Psychology 15 (4) 201-
211
Bush, Vannevar. (1945): ’ As We May Think’. In The Atlantic Monthly July
1945. Downloaded version of the text prepared by Denys Duchier, at the
University of Ottawa, Canada in April 1994 and later updated 1995.
http://www.isg.sfu.ca/~duchier/misc/vbush/
Carroll, Noël (1988): Mystifying Movies. New York: Columbia University
Press
Carroll, Noël (1996): Theorizing the Moving Image. Cambridge: Cambridge
University Press
Chion, Michel (1994): Audio-Vision: Sound on Screen Eng. translation, New
York: Colombia University Press,
Coleridge, Samuel Taylor (1817) Biographia Literaria chapter 13. London:
Rest Fenner
Cook, David A. (1990): History of the Narrative Film. New York: Norton
Coren, Stanley, Clare Porac and Ward Lawrence M. (1978): Sensation and
Perception. International Edn. New York
Currie, Gregory (1995): Image and Mind: Film, Philosophy, and Cognitive
Science. New York and Cambridge: Cambridge University Press
de Bono, Edward (1990): Jag har rätt- Du har fel ( I am right, you are wrong)
Swedish translation. Stockholm: Svenska Dagbladets Förlag
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257
Deleuze, Gilles (1992a): Cinema 1: The Movement Image. Eng. translation,
London: Athlone Press
Deleuze, Gilles (1992b): Cinema 2: The Time Image. Eng. translation,
London: Athlone Press
Detenber, Benjamin, and Byron Reeves (1996): ’A bio-informational theory of
emotion: motion and image size effects on viewers’. In Journal of
Communication no:46
Foss, Bob (1989): Narrative Technique in Film and television. Stockholm,
SVT Training
Freud, S. (1905). (1953, pr. 1956): ’Three essays on sexuality’ . In The
standard edition of the complete psychological works of Sigmund Freud. Vol.7, 1901-1905. Eng. translation under the general editorship of James
Strachey ; in collab. with Anna Freud ... London: Hogarth
Frost, Robert (1920): ’The road not taken’. In Mountain Interval, New York:
Henry Holt and Company,
Gibson. James J. (1977): ’The Theory of Affordances’. In Shaw and Bransford.
Perceiving, Acting and Knowing. Hillsdale, New Jersey: LEA
Gibson. James J. (1986): The Ecological Approach to Visual Perception. New
Jersey, London: LEA
Goodman, Ellen (1982): ’ I Should Have Known He Was… Temptation’. In
Seattle Times, May 18, 1982. Cited in Loftus, Loftus 1983
Grodal, Torben (1994): Cognition, Emotion and Visual Fiction. Copenhagen:
University of Copenhagen
Grodal, Torben (1998): ’Computer games and emotional control’. Paperpresented to the Mediapsychological Conference ’Only Entertainment’, in
Hannover May 8-9
Grodal, Torben (1999a): Filmoplevelse: En indföring i filmteori ( Film
experience: An introduction to film theory. My translation of the title).
Copenhagen: University of Copenhagen
Grodal, Torben (1999b): Moving Pictures: A New Theory of Film Genres,
Feelings, and Cognition. Oxford: Clarendon Press,
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258
Grodal, Torben (2000): ’Video games and the pleasures of control’ . In Zillman,
Vorderer ed. Media Entertainment: The Psychology of its Appeal.
Gustavfsson, Eva (2001): ’Hur Tv- och datorspel alltmer liknar film i dess
använding av tid, rum och ljud.’ (’The way TV- and computer games take ona film approach to time, space and sound.’ My translation of the title).
Student assignment.
Hallgren, Metha (2000): India Song: ett exempel på filmberättandets
möjligheter. (India Song: an example of film-narrational possibilities. My
translation of the title). M.A. Thesis. Stockholm: University of Stockholm
Herz. J.C. (1997): Joystick Nation. London: Abacus
Jensen, Jens F. (1998): ’ Interactivity’. In Nordicom Review Volume 19, no:11998 Göteborg: Nordicom/Göteborgs Universitet
Johnson, Mark (1990): The Body in the Mind. Chicago: University of Chicago
Press
Kant, Immanuel (1965): Critique of Pure Reason. Eng. translation by
Norman Kemp Smith. New York
Kaplan. E. Ann (1983): Women and Film: Both Sides of the Camera, New
York/London: Routledge
Kent. Steven L. (2000): The First Quarter: A 25-year history of video games.
Bothell WA: BWD Press
Lakoff, Andrew, Becker, Miles (1991): ’ Me, Myself and I ’. Unpublished
manuscript. University of California at Berkeley
Lakoff, George (1987b) ’Cognitive semantics. Two views on cognition’. In Eco,
U, Santambrogio, M. and Violi, eds. Meaning and Mental Representations
Lakoff, George (1996): ’ Sorry I’m Not Myself Today’. In Fauconnier and
Sweetser eds. Spaces, Worlds and Grammar. Chicago: The University of
Chicago Press
Lakoff, George, Johnson, Mark (1980): Metaphors We Live By. Chicago:
University of Chicago Press
Lakoff, George, Johnson, Mark (1999): Philosophy in the Flesh. New York:
Basic Books
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259
Lakoff, George. (1987a): Women, Fire and Dangerous Things. Chicago:
University of Chicago Press
Lakoff, George: (1993) ’The Contemporary Theory of Metaphor’. In Ortony, A.
Ed. Metaphor and thought. Cambridge: Cambridge University Press
Langemark, Gunnar (1996): ’Computerspillet som Tegn’. (’Computer games
as sign’. My translation of the title). In Drotner ed. Øjenåbnere - Unge,
medier, modernitet. Dansklærer-foreningen, Danmark
Laurel, Brenda (1986): Toward the Design of a Computer-Based Interactive
Fantasy System. The Ohio State University
Laurel, Brenda (1993): Computers as Theatre. Reading Massachusetts:
Addison Wesley
Loftus, Geoffrey R. and. Loftus, Elizabeth F. (1983): Mind at Play. New
York: Basic Books
Manovich, Lev. (1998): ’ Navigable space’ (downloaded from
http://www.manovich.net/docs/navigable_space.doc)
Mattus, Maria (1999): ’The Hypertextual Dialogue between Living History
and True History’.Paper presented at the 14th Nordic conference for media
and communication studies in Kungälv
Mayer, Paul (1999): A Social Semiotic approach to the analysis of computer
media. Copenhagen: University of Copenhagen
Mead, G. H (1934): Mind, Self, and Society. Chicago: University of Chicago
Press
Miall David S. (1997): ’The Body in Literature’ . In Journal of Literary
Semantics, 26 (3), 191-210
Mulvey. Laura (1989): ’Visual Pleasure and Narrative Cinema’. In Visual
and Other Pleasures. London: MacMillan (The article ’Visual Pleasure and
Narrative Cinema’ was originally published in Screen 1975)
Münsterberg, Hugo (1915): ’Why We Go to the Movies’. In Cosmopolitan
December 15
Münsterberg, Hugo (1916): The Photoplay: A Psychological Study. New York:
D. Appleton
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ENACTING THE POINT OF BEING
260
Narayanan. Srini (1996): ’ Embodiment in Language Understanding:
Modeling the semantics of causal narratives’. AAAI Fall-Symposium on
Embodied Cognition and Action, MIT November. Downloaded from
http://www.icsi.berkeley.edu/~snarayan/
Nilsson, Mats-Eric, Hedberg Mats (1995): ’Toppbetyg till Myst igen’. (’Myst
still at the top’. My translation of the title). Stockholm: Svenska Dagbladet
95 -12-11
Nordin, Svante. (1994): Filosofins historia. Lund: Nordin and
Studentlitteratur
Ong, Walter (1982): Orality and Literacy: The Technologizing of the Word.
Bristol: Ong
Orthony, Glore, and Collins (1988): The Cognitive Structure of Emotions.
Cambridge: Cambridge University Press
Plantinga , Carl, and Smith, Greg M. (1999): Passionate Views: Thinking
about Film and Emotion. Baltimore: Johns Hopkins
Pratchett, Terry (1993): Only You Can Save Mankind. Corgi
Reeves, Byron and Nass, Clifford, (1996): The Media Equation. Cambridge:
Cambridge University Press
Russel, Stuart and Norvig, Peter (1995): Artificial Intelligence: A Modern
Approach. London: Prentice Hall
Stam, Robert, Burgoyne, Robert and Flitterman-Lewis, Sandy (1992): New
Vocabularies in Film Semiotics: Structuralism Poststructuralism and
beyond. London: Roultledge
Strauss. A. (1956): The Social Psychology of George Herbert Mead. Chicago:University of Chicago Press
Söderbergh Widding, Astrid (1992): Gränsbilder; det dolda rummet hos
Tarkovsky. Stockholm: University of Stockholm
Söderbergh Widding. Astrid (1994): ’Kvinnoroll och åskådar perspektiv’.
(’The role of women and audience perspective’. My translation of the title). In
Häften för Kritiska Studier 3-4. Stockholm
Tagg, Philip (1992): ’Towards a Sign Topology of Music’. Originally in Secondo convegno europeo di analisi musicale, 369-378, ed. Dalmonte, R.
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REFERENCES
261
and Baroni, M. Trento, Università degli studi de Trento. Here quoted from
http://www.theblackbook.net/acad/tagg/articles/
Tan, Ed S. (1996): Emotions and the Structure of Narrative Film: Film as An
Emotion Machine. Mahwah, New Jersey: LEA
Thente, Jonas (1997): ’ Modet att Öppna Nya Världar’. (’The Courage to Open
New Worlds’. My translation of the title). Göteborgs Posten 1997-12-18
Thorstensson, Niklas (1999 ): Male/female–identifying of voices in
SpeechDat. B.A. Thesis. Stockholm: KTH
Truffaut. François (1968): Hitchcock om Hitchcock. ( Le Cinéma selon
Hitchcock). Swedish translation. Stockholm: Pan/Norstedts
Wallace, R. J. (1988): Review article of Johnson’s The Body in the Mind. In
Philosophical Books, 29
Wittgenstein. Ludwig (1953): Philosophical Investigations. Oxford: Blackwell
Zetterberg, Lennart (1995): Ljudinspelningens ABC. (The ABC of Sound
recording. My translation of the title). Halmstad: Spektra
11.2 Books and articles of importance not mentioned
This is a list of other works not mentioned in the text but that have at some
point been a source of inspiration and quotation but they did for various
reasons not make it into this version of the present work.
Carrol, Jon (1994): ’Guerillas in the Myst’. In Wired, August
Carroll, Noël (1990): The Philosophy of Horror. London: Routledge
Chatman, Seymour (1990): ’The Cinematic Narrator’. In Coming to terms:
The Rethoric of Narrative in Fiction and Film. Ithaca: Cornell University
Press
Finneman, Niels Ole (1993): Tanke, sprog og maskine - en teoretisk analyse
af computerns symbolske egenskaper. (Thought, Language and Machine – a
theoretical study of the symbolic capabilities of the computer. My translation
of the title). Aarhus: University of Aarhus
Fiske, John (1990): Introduction to communication studies. London:
Routledge
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ENACTING THE POINT OF BEING
262
Fiske, John (1987): Television Culture. London: Routledge
Gianetti, Louis (1990): Understanding Movies. Engelwood Cliffs, New
Jersey: Prentice Hall
Gorbman, Claudia (1987): Unheard Melodies: Narrative Film Music.
Bloomington: Indiana University Press
Jensen, Jens F. (1990): Computer-Kultur, Computer-Medier, Computer-
Semiotik, Aalborg: Nordisk Sommeruniversitet
Jensen, Jens F. (1997a): ’ Interaktivitet’. In Mediekultur no.26
Jensen, Jens F, (1997b): ’Vejkort til Informationsmotorvejen’ . (’Roadmap to
the Information highway’ . My translation of the title). In Mediekultur no.27
Johnson, Vida T. and Petrie, Graham (1994): The Films of Andrei Tarkovsky:
A visual fugue. Bloomington: Indiana University Press
Prinz, W, Sanders, A.F. eds, (1984): Cognition and Motor Processes. Berlin,
New York: Springer-Verlag
Sacks, Oliver (1988): Mannen som förväxlade sin hustru med en hatt, (The
Man Who Mistook His Wife for a Hat: And Other Clinical Tales) Swedish
translation. Stockholm: Prisma
Thompson, Roy (1993): Grammar of the Edit. Oxford: Focal Press
Weis, Elisabeth and Belton, John. Eds. (1985): Film Sound: Theory and
Practice. New York: Colombia University Press
Ödeen, Mats (1988): Dramatiskt Berättande. ( Dramatic Narration. My
translation of the title). Stockholm: Carlssons Bokförlag
11.3
Computer games
Blaster (Williams 1983)
Bubble Trouble (Metcalf, Wareing and Ambrosia Software 1995-97)
Civilization (Micro Prose 1992)
Crystal Calliburn (Little Wing 1993)
Day of the Tentacle (LucasArts 1993)
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REFERENCES
263
Defender (Williams 1982)
Doom (Id Software 1989)
Duke Nukem 3D (3d Realms 1995)
Dungeon Keeper (Bullfrog 1997)
Elk Attack (M. Hahn 1987)
F18 Hornet (Graphic Simulation Corporation 1993)
Full Throttle (LucasArts 1994)
Grim Fandango (LucasArts 1998)
GUESS
Ice Hockey (Nintendo 1988)
MacBrickout 4.1 (Leapfrog Software 2001)
Maniac Mansion (LucasFilm 1987)
Marathon (Bungie 1994)
Marathon II (Bungie 1996)
Marathon III (Bungie 1998)
MineSweeper (Finley 1992)
Myst (Brøderbund 1993)
Mystery of Monkey Island (LucasArts 1989),
Narc (Williams 1988)
NHL 2000 (EA Sports 1999)
Ornithologist (suggested game idea. Wilhemlsson 2000)
PacMan (Nanco/Midway MFG 1980)
Pengo (Sega 1982)
Phantasmagoria (Sierra 1995)
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ENACTING THE POINT OF BEING
264
Pong (Atari 1972)
Quake (Id Software 1996)
Riven (Brøderbund/Cyan 1997)
Robotron 2084 (a.k.a. Robotron)(Williams 1980)
Sam & Max Hit the Road (LucasArts 1993)
Scare the Bear (suggested game idea. Wilhelmsson 2000)
Secrets of the Luxor (Mojave 1996)
Sim City 2000 (Maxis 1993)
Space Invaders (Taito 1979)
Spacewar (Russel 1961)
Stargate (Williams 1981)
Super Mario Bros. (Nintendo 1986)
Super Wing Commander (Origin 1996)
Tennis for Two (Higinbotham/Brookhaven National Laboratory 1958)
Tetris (Pazhitnov 1985)
The Daedalus Encounter (Mechadeus 1995)
The Secret on Monkey Island (LucasArts 1990)
Tomb Raider (EIDOS 1997).
Unreal Tournament (Epic Mega Games/GT Interactive 1999)
Zelda II: The Adventure of Link (Nintendo 1987)
Zork (Infocom 1981)
11.4 Movies
2001 (Kubrick 1968)
Blackmail (Hitchcock 1929)
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REFERENCES
265
Cape Fear (Thompson 1962, Scorseese 1991)
Carrie (de Palma 1976)
Cinderella (Geronimi, Jackson and Luske 1950)
Indiana Jones series (Spielberg 1981, 1984, 1989)
Lady in the Lake (Montgomery 1947)
Les Vacanses de Monsiour Hulot (Tati1953)
Nosferatu (Murnau 1922)
Only Angels Have Wings (Hawks 1939)
Rope (Hitchcock 1948)
Roxanne (Schepisi 1987)
Se7en (a.k.a. Seven) (Fincher 1995)
Stalker (Tarkovsky 1979)
Star Wars series (Lucas 1977, Kershner 1980, Marquand 1983, Lucas 1999)
The Great Train Robbery (Porter 1903)
The Lost World: Jurassic Park II (Spielberg 1997)
The Ten Commandments (DeMille 1956)
The Wizard of Oz (Fleming 1939)
To Have and Have Not (Hawks 1944)
Weekend (Ruttmann 1930)
11.5 Other sources (internet etc.)
” cognition” Encyclopædia Britannica Online.
http://www.eb.com:180/bol/topic?idxref=82659 (2000-04-14)
http://spaceinvaders.retrogames.com/html/history.htm(2000-04-28 14.09)
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” Münsterberg, Hugo” Encyclopædia Britannica Online.
http://www.eb.com:180/bol/topic?eu=55666&sctn=1
(2001-01-10)
Brook Bakay. Eugene Jarvis Homepage found at:http://www.geocities.com/SiliconValley/Haven/5521/index.html
(2001-03-05-11-05 14.33)
http://come.to/hatten
http://laban.vr9.com/ie.html
http://videogames.gamespot.com/features/universal/hist_pacman/index.html
(2001-03-05 12.27)
http://www.ac.wwu.edu/~market/semiotic/lkof_msl.html
http://www.ammi.org/exhibitions/cs98/
http://www.britannica.com/bcom/eb/article/5/0,5716,115435+8+108681,00.ht
ml?query=dasein
http://www.cicv.fr/association/shaeffer_interview.html
http://www.classicgaming.com (2001-03-05 11.55)
http://www.classicgaming.com/museum/2600.shtml
http://www.dtstech.com/cinema/index.html (2001-03-05 12.10)
http://www.dtstech.com/cinema/index.html (2000-02-21 10.10)
http://www.eb.com:180/cgi-bin/dictionary?va =Avatar (2000-05-18 10.20)
http://www.emuclassics.com/slydc/pong.htm (2001-03-05 12.25)
http://www.emuunlim.com/doteaters/index.htm by William Hunter. (2001-
03-05 9.35)
http://www.eusa.ed.ac.uk/societies/filmsoc/films/blackmail.html
(2001-02-27 11.37)
http://www.fas.org/cp/pong_fas.htm
(this page was accessed in December 1999 but has since then been closed
down and is at the time of writing not accessible!).
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REFERENCES
http://www.geocities.com/SiliconValley/Haven/5521/index.html
(2000-05-21 15.43).
http://www hfac uh edu/cogsci/keytopics html