Abstract
In this paper I wish to apply implications of the
Conceptual Blending Theory to computer games. I will
analyze chosen examples and discuss them as a result of
video game innovation made possible through "conceptual
blending." Conceptual blending links at least two so called
"input spaces" at the same time in a "blending space" which
produces a new third concept with emergent qualities
integrating the initial input spaces. In this paper I will
introduce basic elements of conceptual blending like its
structure of the integration network consisting of at least
two input spaces, a generic space and a blended space as
well as its governing principles consisting of composition,
completion, and elaboration. With the help of these
instruments I analyze computer games like Tuper Tario
Tros., Hell. The purpose of my approach is not so much to
validate the ideas of conceptual blending theory through
another field of examples (computer games) but to name
and analyze characteristics of the mentioned games with the
help of a given method.
Conceptual Blending Theory to computer games. I will
analyze chosen examples and discuss them as a result of
video game innovation made possible through "conceptual
blending." Conceptual blending links at least two so called
"input spaces" at the same time in a "blending space" which
produces a new third concept with emergent qualities
integrating the initial input spaces. In this paper I will
introduce basic elements of conceptual blending like its
structure of the integration network consisting of at least
two input spaces, a generic space and a blended space as
well as its governing principles consisting of composition,
completion, and elaboration. With the help of these
instruments I analyze computer games like Tuper Tario
Tros., Hell. The purpose of my approach is not so much to
validate the ideas of conceptual blending theory through
another field of examples (computer games) but to name
and analyze characteristics of the mentioned games with the
help of a given method.
Originalsprog | Engelsk |
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Udgivelsessted | Tampere, Finland |
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Forlag | Tampere University Press |
Antal sider | 67 |
ISBN (Elektronisk) | 978-951-44-8705-7 |
Status | Udgivet - maj 2012 |
Navn | TRIM Research Reports 7 |
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Emneord
- conceptual blending
- cognitive linguistics
- metaphor
- creativity
- innovation
- games
- game modifications