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Time, Space, and Motion in Braid: A Cognitive Semantic Approach to a Video Game

  • Dusan Stamenkovic
    ,
  • Milan Jacevic
  • Faculty of Philosophy, University of Nis
    ,
  • Faculty of Philology, University of Belgrade
Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-review

Open access

Publication Information

Output type

Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-review

Original language

English

Pages from-to (Number of pages)

Pages 178-203

Journal (Volume, Issue Number)

Games and Culture: A Journal of Interactive Media (Volume 10, Issue 2)

Publication milestones

  • Published - 15/03/2015

Publication status

Published - 15/03/2015

ISSN

1555-4120

Publication IDs

  • Scopus: 84922432650

Abstract

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

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