Content area

Abstract

This thesis studies the mise-en-jeu of videogames, a representational concept that manifests itself in the mediated space of videogames. The study proposes a framework for the analysis and design of the mise-en-jeu, one that can look holistically at the mediated space of videogames, and which results from the identification of this gap. We begin by proposing a definition of mise-en-jeu, informed by the cinematic mise-en-scène and the specificities of the videogame medium, particularly its focus on interactivity and spatiality. We exemplify how this framework can be used in different contexts and how it can be adapted and modularized.

This study analyses the subjective processes involved in creating and playing games by using qualitative and quantitative methodologies, including surveys, interviews, workshops, literature reviews and practical trials. Individual experiences were studied from a phenomenological perspective, while communities of game designers, researchers and our own relationship with the medium were studied from an ethno-graphic perspective. The study included a multicultural literature review and case studies and followed on from our previous research work. The study was guided by a post-positivist perspective, which acknowledged the influence of our acquired knowledge on our observations.

A modular framework was developed, encompassing categories that address fundamental aspects of game design and aesthetics. The framework promotes a flexible and holistic analysis by relating modalities and assisting creative design. Its practical and scientific value has been confirmed by empirical testing and community validation, which has also confirmed its ability to fill gaps in previous studies, particularly in the integration of interfaces, spatial design, and visual and sonic elements into a cohesive structure. The main contributions include a categorisation of soundscapes that relates mediation, sound origin and ecological context, an adequately adjusted taxonomy for interfaces, and new perspectives on spatial design. A flexible sectioning model was also created for analysing games' conventional structures, extending the framework's applicability while also being available for independent use. This provides tools for the conceptualisation and analysis of games and opens avenues for future research.

Details

1010268
Business indexing term
Identifier / keyword
Title
Mise-en-jeu: A Framework for Analysing the Design Grammar of Videogames
Number of pages
461
Publication year
2025
Degree date
2025
School code
5896
Source
DAI-A 87/6(E), Dissertation Abstracts International
ISBN
9798265497598
Committee member
Tavares, Mirian Estela Nogueira; Zagalo, Nelson Troca; Ribas, Luísa Maria Lopes; dos Reis de Almeida, Vítor António; de Almeida, Gilberto Bernardes
University/institution
Universidade do Porto (Portugal)
University location
Portugal
Degree
Ph.D.
Source type
Dissertation or Thesis
Language
English
Document type
Dissertation/Thesis
Dissertation/thesis number
32427161
ProQuest document ID
3288162442
Document URL
https://www.proquest.com/dissertations-theses/mise-en-jeu-framework-analysing-design-grammar/docview/3288162442/se-2?accountid=208611
Copyright
Database copyright ProQuest LLC; ProQuest does not claim copyright in the individual underlying works.
Database
ProQuest One Academic