A Semiotic Perspective on Referential Models of Video Game Temporality
Transcript of A Semiotic Perspective on Referential Models of Video Game Temporality
A Semiotic Perspective on Referential Models
of Video Game Temporality
Altuğ Işığan, PhD
Izmir University,
Film and Television Department,
İzmir, Turkey
+90 530 179 62 01
Abstract: This paper deals with two major problems in contemporary game
studies: the lack of a notion of discourse, and the negative impact of
referential language models on the perception of games as semiotic system. It
can be said that the problems in these models are the by-product of an
attempt to separate games from narratives, and accordingly game studies
from semiotics.
In order to deal with these problems and to develop an alternative from
within semiotics, the first two chapters of the paper present a review of Espen
Aarseth’s account of Andersen's computer-based games typology, and Jesper
Juul's model of play time. The final chapter puts then forward an approach
of game temporality that is based on Seymour Chatman's model of narrative
fiction. This approach emphasizes the presence of a structure of four planes,
of which especially two, form of content and form of expression, play a
major role in the emergence of a mental image of chronology, and the
operations of discourse on this mental image in order to achieve a sense of
game temporality.
This paper shows that a better understanding of semiotics requires game
studies scholars to distinguish between reading line and discourse as two
different aspects of the expression plane. The paper lays bare that without
this distinction, the notion of discourse gets completely lost and a proper
analysis of game temporality becomes impossible.
On the other hand, this paper also clarifies that it is of major importance
to the field of game studies to improve its understanding of the term sign.
While game studies scholars continuously use this and other terms from the
arsenal of semiotics, they seem to use them without recognizing the
philosophy of language that lead to the development of this conceptual
arsenal, and they keep using them based on outdated referential models of
language. The paper concludes that game studies must reserve more space to
the teaching of semiotic models and not rely alone on resources that provide
unreliable critiques of these models.
Keywords: Discourse Time, Reading Line, Game Temporality, Story
Chronology, Sign, Semiotics, Narrative, Video Games
1 Introduction
The field of game studies stands in a stressful relationship with semiotics and narration
theory. This has its historical and institutional reasons, but they are the topic of another
paper. Instead I want to deal with the rather disastrous results of this tension in regard to
formulating an instrumental theory of temporality in video games. It is well known
among game scholars that some of the most influential publications on game studies in
the past two decades have been shaped by a desire to distance this field from semiotics
and narrative theory. It is for example emphasized in said publications that video games
and narratives are objects of entirely different natures [1] and that semiotics and
narrative theory are disciplines that are fruitless and desultory when applied to computer
games [2].
Not surprisingly then, we come across views on game temporality that label
commonly known discursive strategies in regard to game temporality as instances of
“broken time” [3], and hold that semiotics is only good for the study of traditional
media such as movies and books, since as chains of signifiers, these are linear and static
by definition, whereas games are non-linear and dynamic, with no preset chain of
signifiers whatsoever [4]. I believe that most semioticians would be alert in the face of
these confusing arguments and that they would wonder how it was possible to come to
these misleading conclusions in regard to semiotics and its concepts.
This paper aims to point out the shortcomings of the aforementioned confusing
arguments, and also wishes to contribute to overcome this confusion. Within this spirit,
it is particularly important to point out two common problems in the perception and use
of semiotics in the field of game studies, problems that also weaken the understanding
of meaningful play: first, the lack of an understanding of the term discourse; and
second, related to this, the prevalence of a referential model of language in this field,
despite the borrowed terminology from structuralist and post-structuralist language
theories.
In this paper I want to present both a critique of theories of game temporality in
the field of games studies and an outline of a theory of game temporality that finds its
roots in a (hopefully) proper use of semiotic and narrative concepts. With these
intentions in mind, I will first present a review of Aarseth’s account on Andersen's
computer-based signs typology. In this chapter my goal is to show that Anderson's
applied game semiotics maintains an essentialist view on the notion of the sign, and that
it fails to make use of the notion of discourse. Through this I want to point out that
Aarseth was wrong in generalizing the problems of this particular application as an
indicator that all semiotics is useless in the study of games. I will then continue with a
critique of Jesper Juul's two-level model of game temporality as being put forward in
his book Half Real. In this chapter, I will point out the larger, underlying problem to the
first one, that of the presence of a referential model of language, which seems to make it
impossible for game researchers to understand the notion of discourse, to a degree
where they openly reject it. I will then present the outline of a theory of game
temporality that is rooted in Seymour Chatman's [5] model of narrative fiction. Through
this outline, I want to put forward a view on game temporality that maintains both the
notion of discourse and the notion of the reading line, as they stand in relation to
chrono-logical structure of story.
2 Essentialist Sign Theory: The Lack of a Notion of Discourse
One of the most important shortcomings of game studies hitherto is its inability
to put forward the question whether its use of the term sign is in accord with its well-
established definition in semiotics. This is very important, because leaving this question
unanswered also invites problems in the use (or avoidance) of terms developed by
narrative theory. In this chapter, I will try to answer this question by having a closer
look at Aarseth’s account of Andersen's computer-based signs typology. I will then ask
whether Aarseth's critique of Andersen's typology has a better understanding of the term
sign, and whether his dismissal of semiotics based on Andersen's applied game
semiotics, is justified.
In his influential publication Cybertext, Espen Aarseth puts forward a detailed
critique of Andersen's pioneering study in applied game semiotics [6]. After his review,
Aarseth reveals that he is not satisfied with Andersen's typology, and makes the
following statement: “The lesson learned from the experience with one semiology can
be generalized and so construed as arguments against the sufficiency of semiotic
approaches” [7]. In other words, he concludes that semiotics is not suitable to study
games.
It is clear that this generalization in itself is wrong: In a similar manner it could
be said that the experience with one type of game studies is ground enough to refute
game studies as a whole. This is a path that no one wants to walk down. More
important, however, is whether Andersen's use of semiotic concepts is in accord with
basic principles in semiotics, and whether Aarseth’ dismissal of semiotics as a whole is
justified.
Andersen applies his semiotic analysis to the game Dark Castle [8]. He starts his
analysis by providing a list of the signs in the game: Hero, Bag of Bricks, obstacles and
opponents such as Rats, Bats and Droids, and a Dungeon. He then continues to define a
number of features which he later on uses as measures in developing his typology of
computer-based signs.
Permanence – the ability of a sign to be recognized throughout its existence
Transience – the ability to change parts or part of the sign's appearance
Handling – the user's ability to control the sign by direct signals, e.g. joystick
movements
Action – the sign’s ability to cause changes without the necessary participation
of another sign
This small portion of his approach reveals that Andersen made a number of
categorical mistakes in his attempt to develop a typology of “game-produced signs”.
First, he should have resorted to the broader categories of narrative theory, such as
events and actants if he wished to classify “signs” like hero or bag of bricks. By
defining these game elements as stand-alone signs, he fails to recognize that what he
aims to analyze are actually chains of signifiers. By resorting to the term sign instead of
the notion of chain of signifiers, he renders the presence of discourse invisible.
Second, he seems to make the mistake that is known in semiotics as “falling for the
signifier”, that is, he thinks that the image (signifier) naturally leads to the mental
concept (signified): A hero is a hero, and a bag of bricks is a bag of bricks. Or as
Eskelinen [9] said a decade later: “A ball is a ball is a ball”. Here the problem is
essentialism: the way Andersen defines the features of computer-based signs assumes
that there is an essential connection between a sign and its meaning. Hence, he violates
a basic notion of the sign as defined in semiotics: that a sign is the connotative sum of a
signifier and a signified, and that the relationship between the two, that is, meaning, is
arbitrary and in no way guaranteed to remain permanent. In other words: a sign does not
have an essence (fixed meaning) of whose permanence or transience one can speak.
What Andersen perceives as the permanence of the sign, that is, the existence of a stand-
alone sign whose essence persists despite the sign undergoing transformations in shape
and form, should have been conceptualized as a chain of various signifiers whose
articulation and repetitive use foster the perception of broader narrative categories such
as events and actants. Seen from this angle, “the ability to control the sign”, e.g.
handling, is actually the user's ability to manipulate this very chain of signifiers in order
to modify said events and actants. In short: where Andersen sees one sign, there is a
chain of many.
Andersen's list of features does not only violate basic principles of semiotics, but his
approach also deteriorates into an essentialist view on meaning and signs. He fails to
maintain his initial intention: to deal with discourse. His flawed notion of the sign also
causes a failure in seeking the aid of narrative theory. Plagued by essentialism and the
absence of a notion of discourse, Andersen's typology can hardly be recognized as a
valid example of semiotics, despite the semiotic terminology that he uses.
Aarseth, on the other hand, doesn't seem to recognize these shortcomings in
Andersen's semiotic approach. Instead he concludes that semiotics as a discipline is of
no use to games. Aarseth's misrecognition of Andersen's typology as a work that
represents semiotics properly may have its reasons, but it would be wrong to follow his
thought that semiotics in general is insufficient in the study of games.
3 Against Discourse Time: The Impact of Referential Language Models
While I have shown the problems that come with a lack of a notion of discourse,
it is even more interesting to see that in some influential publications in the field of
game studies the notion of discourse is openly rejected. This is especially the case in
Jesper Juul's widely acknowledged book Half Real. I will try to show now how his
dismissal of the notion of discourse time, apart from his intention to define an
ontological foundation that allows justifying a separation between games and narratives,
is a result of his reliance on a referential model of language.
Juul explains that his theory of game temporality is based on Pavel's notion of
dual structure in make-believe. Juul adapts this dual structure model to games in the
following way: in games, player actions are both real actions and actions that have a
meaning in the fictional world of the game. In other words, player actions have a real
meaning, and a fictional meaning.
From here he develops a two-level model of game temporality. One of these
levels is play time: the time in the real world that it takes the player to carry out his real
actions during play. The other level is fictional time, the time it takes the events in the
fictional world to happen. For example in some games, fifteen minutes of real play time
and real player actions may be the equivalent of events that take three days to happen in
the fictional time of the game world.
He uses the term projection to express the ratio of play time to fictional time,
and he seems to assign a certain privilege to the 1:1 ratio (or real-time gameplay), since
he believes that this is the most logical thing to happen in an interactive medium in
which the actions in “the now of the player” must be the principal measure of the
temporal structure of the events that take place in the fictional world of the game. He
goes so far as to put this as a major principle of game temporality: it is only natural for
game events to happen in their chronological order and in real time. He sees this as a
result of the interactive and player-dependent nature of the medium: for example
discourse time applications such as flashbacks would cause a time machine dilemma in
games, because if a player were allowed to play prior events, she would be given the
chance to destroy already established causal connections between events, and this would
destroy the temporal coherence of the fictional world as a whole. It is therefore most
natural that the order of events in play is chronological, and that there is a tendency to
prefer 1:1 projection between play time and fictional time.
As Juul expands on this notion, he not only renders discourse time into an
oddity, but at some point he also renders it completely obsolete: when he talks about
what he calls abstract games, he abandons discourse time and story time altogether.
Here he argues that “abstract” games (such as Tetris [10]) do not even contain a fictional
world, which means that they do not even have fictional time, let alone discourse time.
Abstract games have only play time.
His goal here seems to be to establish a notion of the “pure game”, a game that
solely rests on player actions in the now of the player, so as to be able to justify an
ontological difference between games and narratives. His reasoning here is that
narratives have discourse time because they are a recount of events past. If there are
games that do not have a discourse time, then we can say that games aren't narratives. In
this view, attempts to tell a story will introduce a discourse time level to games, which is
against the nature of games and destroys their purity. All that discourse time brings with
it are instances of incoherent or broken time.
As a result of this reasoning, forms of temporality that he sees in connection to
the presence of fictional worlds or narrative discourse are perceived to have destroying
impacts on the play time “principle” and on what he considers to be “reasonable” forms
of temporal structure. Along the chapter on game temporality, he points out the
“temporal incoherencies” that come with applications of discourse time. He points out
the severe damage on temporal structure in games that violate the 1:1 projection ratio:
games that can be speeded up and that create thereby confusion in regard to temporality,
or games that feature undesired disconnections of play time from fictional time through
the use of cut-scenes, loading screens and level transitions.
At some point he openly labels some projection types as instances of “broken
time” and wonders why reviews in game journals fail to address these: one such
example is his observation in regard to “broken time” in the game FIFA 2002 [11]: he
says that according to the game clock it takes David Beckham several minutes to run a
distance of 50 meters whereas in reality it would take him only a few seconds. Juul
arrives at a point where discourse time applications that are easily understood by players
of all ages, are regarded as unwanted incoherencies.
There are several problems in Juul's argumentation that lead to such strange
conclusions. First of all, it is unacceptable to claim that there are game worlds that are
not at the same time fiction. All games put themselves forward as a fictional world with
unique events and actants, be it Tetris, Dark Castle or football. High levels of
abstraction in existents and settings, or the use of real humans and real settings does not
change this fictional aspect. As a natural extension to this, it follows that the content
plane of all game worlds must be narrated through direct or indirect statements. The
duality between story and discourse in games is therefore inevitable. In this context,
player actions must be regarded as statements that are part of the expression plane of
games, that is, they are part of the signifying chain of the ludic discourse.
As a natural result, actions in play time always take place as part of discourse
time. The 1:1 projection principle that is privileged in Juul's model does not prove the
absence of discourse time, but it rather indicates that sticking with the chronological
order of events is a common form of temporality in ludic discourse. But sticking with
the illusion of “real time” is only one out of the many possible applications of discourse
time. In other words, there is no play time that isn't at the same time discourse time.
More than that, recently published games such as Prince of Persia: The Sands of Time
[12], Braid [13] and Company of Myself [14] provide concrete examples that refute
Juul's argument of the time machine paradox. It would also not be wrong to say that
methods like save points, that is, earlier points in the story timeline to which players are
sent back when they fail at some point in a game, are quite common uses of the
flashback technique in the context of games.
Interestingly, Andersen, who fails to maintain a notion of discourse in his
computer-based signs typology, is quite aware of the fact that real time play must be
considered as discourse. He states:
“An interactive work is a work where a reader can physically change
the discourse in a way that is interpretable and produces meaning
within the discourse itself... the reader's interaction is an intregral part
of the sign production of the work”. [15]
But how does Juul fall this much apart from the notion of discourse time, to a
degree where he abandons it altogether with its twin story time?
The problem lies in his misinterpretation of Pavel's notion of dual structure in
make-believe. He interprets this model around a notion of referential language, which is
clearly against the semiotic perspective that Pavel maintains. Indeed, as early as in the
1950's both in the USA and in continental Europe we witness studies that capture this
dual structure as a dual discourse, more specifically, as a discourse on discourse, and
not as a duality between reality and fiction. For example Gregory Bateson [16] proposes
to see gameplay as meta-communication, and Roland Barthes [17] proposes to use the
term secondary languages for any form of “mythical” speech, a category that game must
be considered to be a part of.
In other words, what Juul takes as the “level of reality” is considered by
semioticians to be already subject to discourse: although we know that “reality” exists,
it has no fixed meaning that we could take as a referent. The meaning of reality is the
discourse that it is the subject of. The point of departure for analysis must be discourse
then, not reality, for all we know about reality is produced by discourse through which
we recognize it as an array of existents and rows of meaningful actions.
Juul fails to see that Pavel's dual structure model is actually a tripartite model in
which the “level of reality” is intentionally ignored for analytical purposes. Based on a
referential view, Juul re-introduces this level of reality back into the model, at the
expense of one of the crucial levels of discourse in Pavel's dual structure model. At the
point where Juul speaks of abstract games that have no discourse or story time, only
play time, Pavel's dual structure model is completely destroyed: The level of reality that
is ignored for analytical purposes in Pavel's models becomes the only level that is
recognized by Juul.
Juul arrives at a purely referential model of language here, and his ability to
recognize discourse is completely lost. Forms of discourse time become irrationalities
that are judged according to the “reality” of a “reasonable” notion of objective time. It is
clear that at this point Juul's model of game temporality loses both its credibility and its
instrumentality in assessing the richness of stylistic features enabled through
applications of ludic discourse.
4 A Semiotics-Based Approach to Video Game Temporality
So far I have focused on the problems that arise from a lack of a notion of
discourse and the problems that arise from the reliance on referential models of
language. At this point it must be clear to the reader that both problems cause game
studies to use semiotic terms in improper ways.
However, revealing these problems is not helpful at this point, and I wish to
approach the problem of game temporality from an improved semiotic position. My
goal is to give back to game studies the notion of discourse by distinguishing it from the
reading line. I will show how these two different aspects of the expression plane relate
to story existents and the chronological order of events, that is, the content plane. To
formulate the goal of this chapter in two short questions: What is the source of
temporality in narratives? How can we seize it by use of concepts from semiotics and
narrative theory? As a first step, let us have a closer look at Seymour Chatman’s model
of narrative fiction.
According to Chatman, a discourse consists of two related planes: The expression
plane and the content plane. The former is the plane of signifiers, the latter the plane of
signifieds. Chatman divides each of these planes into further two planes: Both
expression and content plane have a substance and a form [18]. Through this, we yield
the four planes that a narrative is made of. I will demonstrate briefly how these planes
also apply to games by applying them to the game Rock-Paper-Scissors [19].
Substance of Expression – The material substance of signs. In Rock-Paper-
Scissors these are the player's hands.
Form of Expression – The range of shapes that are recognized as valid signifiers
within the system. In Rock-Paper-Scissor these are the shapes |rock|, |paper| and
|scissors| that a player would form by using her hands.
Substance of Content – The catalogue of positive meanings that contains the
array of existents in the fictional world of the game. In Rock-Paper-Scissors this
catalogue contains the semes “rock”, “paper” and “scissors”.
Form of Content – the formal or logical structure that consists of an arrangement
of data locations and operators that relates a set of existents so as to utilize them
as the objects of functions that produce readable values. In Rock-Paper-Scissors
this is the triangular logical expression that holds up the intransitive
relationships between the existents “rock”, “paper” and “scissors.
Fig. 1 The Four Narrative Planes in the game Rock Paper Scissors
When two players start to play, their actions mobilize all four planes at once:
They use their hands (substance of expression) to form one of the recognized signifiers
|rock|, |paper| or |scissors| (form of expression). The signifiers that are put forward by
the players do not only call the associated signifieds “rock”, “paper” and “scissors”
(substance of content), but they also put into motion the logical expression that holds up
the relationships between these (the form of content). As a result of the mobilization of
all four planes at once, a productive articulation takes place and generates a chain of
signifiers that convey a readable meaning: “Rock versus paper. Paper wins.”
Based on this classification of planes, we understand that at the level of the
expression plane we should not confuse the linearity of the reading line (the substance
of expression) with the temporal order held up via discourse (the form of expression),
The inevitable linearity of the former, does not automatically mean that the latter has to
be linear too. The linear reading line may still translate into a discourse that presents a
non-linear arrangement of story events. This is for example the case in the film
Memento [20], where the chain of signifiers, albeit flowing in a linear fashion, narrates
the story events in complete reverse order when the said chain of signifiers is
recognized as discourse.
We can conclude from this that the chronological order that is preferred in some
the discourse of some games is neither rooted in the inevitable linearity of the reading
line, nor in the inevitably chronological order of story. It is an application of discourse
that is constructed so as to present the chrono-logical order as it is. We could say that
this is a discourse whose essential manipulation on the chronological order is to prefer
to not changing it at all. This is the case with games that follow the so-called “1:1
projection ratio”.
One aspect that shapes game temporality is then the form of expression
(discourse), and not the substance of expression (the reading line). When Aarseth speaks
of traditional media as being of a linear nature, he takes the linearity of the reading line
as the basis, which is clearly the wrong thing to do. Through this, he completely fails to
recognize the duality of the expression plane, dismisses the notion of discourse, and
therefore ignores its primary role in the shaping of temporal structure. To him it must
look like a narrative consists only of the reading line, whereas he should recognize in
this the presence of a discourse that prefers a linear narration of events. Through this
misrecognition, he blames formats that can present non-linear discourses, such as books
and movies, as linear by nature, and only recognizes in the computer game an
essentially non-linear medium. But since he ignores the presence of discourse, he also
dismisses to capture this non-linearity in terms of discourse time.
Again based on the classification above, we understand that the chrono-logical
order of story must be rooted in the form of content, rather than in the substance of
content. As I have already mentioned, the content plane consists of two layers: For one,
the substance of content, that is, the catalogue of positive meanings that make for the
existents in the story: characters, objects, settings. Second, the form of content, that is,
the logical structure held up via algorithms (or sets of logical operators) that allow these
existents to be exchanged and compared so as to create values that can be read as the
story events: actions and happenings; kernels and satellites. Our mental image in regard
to the chronological order of the events in the game world depends on this logical
structure: the form of content is the source of a causal chain that inevitably brings with
it an abstract or fictional notion of a unique timeline or events.
It is now easier to understand the role of the relation between the form of
expression and the form of content in the creation of various temporal modes in games:
A specific spatial arrangement of signifiers (the physical reading line), which is
recognized as a compositional order (discourse) by the player, signifies to her both
aspects of story: the array of existents, and the chronological order of events. The
discourse may omit, delay, shuffle, repeat, or superimpose parts of the chronology and
thereby alter the ways in which we build our mental image of temporality of the
fictional world, or it may leave the chronology as it is, as it is the example in games that
go for a “1:1 projection ratio”.
It is hence the unique relation between discourse (form of expression) and events
(form of content) that shape temporality in linear, non-linear or mixed forms. This
relationship can produce a great variety of modes of temporality. In the light of the
possible relationships between story and discourse time, it should be preferred to see
different modes of temporality as style issues rather than as examples of “broken time”.
5 Summary and Conclusion
In this paper I took a closer look at two major problems in contemporary game
studies: the lack of a notion of discourse and the impact of referential language models
on game-related theories. By pointing out the shortcoming in Andersen's applied game
semiotics, Espen Aarseth's critique of semiotics, and Jesper Juul's model of game
temporality, I tried to show both the wrong assumptions in regard to semiotics, and the
problems that game studies starts to face when it tries to go without the help of
semiotics. As an alternative, I put forward an approach to game temporality that is based
on Seymour Chatman's model of narrative fiction. In this approach I emphasized a
structure of four planes, of which especially two, form of content and form of
expression play a major role in the production of various modes of game temporality.
My review has shown that it is crucial to game studies to distinguish between the
reading line and discourse as two different aspects of the expression plane. I have
shown the troubles that arose in Andersen's and Aarseth's work as a result of not
recognizing this difference.
On the other hand, it also seems to be of major importance that the field of game
studies improves its understanding of the notion of the sign. Game studies scholars
continuously seem to fall victim to referential perceptions of language, which causes
them to assign substance to what has become form, and to see only a single sign where
they must see a chain of signifiers. As my analysis on Juul's model of temporality has
shown, loyalty to referential language models can go so far as to abandon the notions of
discourse and story altogether. I have pointed out the fatalities that taking this course
brings with it.
I believe that game studies needs to revitalize its relationship with semiotics and
narrative theory. While many game scholars today believe that the narratology-ludology
debate is over, we see that one of its major results is the poor use of semiotic concepts.
Although scholars often use concepts such as sign, signifier, signified etc., they seem to
have failed that these concept stem from a philosophy of language that distances itself
from referential language models.
I believe that in the future, game studies programs must reserve more space for
the teaching of semiotic and narrative models and not restrict themselves to resources
that write these models off around a great number of unreliable assumptions. I believe
that the field of semiotics is and has been always ready to the study of games. It is now
the time that the field of game studies gets itself ready for better semiotics.
References:
[1] Jesper Juul: Half Real: Video Games Between Real Rules and Fictional Worlds. Cambridge: MIT Press (2004)
[2] Espen Aarseth: Cypertext: Perspectives on Ergodic Literature. Cambridge: MIT Press (1997)
[3] Jesper Juul, ibid
[4] Espen Aarseth, ibid
[5] Seymour Chatman: Story and Discourse: Narrative Structure in Fiction and Film. Ithaca, Cornell University Press
(1978).
[6] Espen Aarseth, ibid
[7] Espen Aarseth, ibid
[8] Dark Castle (Computer Game). Three Sixty Pacific (1987)
[9] Markku Eskelinen: The Gaming Situation. Game Studies Vol.1 (1) (2001).
http://www.gamestudies.org/0101/eskelinen/
[10] Tetris (Computer Game). Spectrum Holobyte (1987)
[11] FIFA 2002 (Computer Game). Electronic Arts (2001)
[12] Prince of Persia: Sands of Time (Computer Game). Ubisoft (2003)
[13] Braid (Computer Game). Number None (2008)
[14] Company of Myself (Computer Game). Games Free (2009)
[15] Espen Aarseth, ibid
[16] Gregory Bateson: A Theory of Play and Fantasy. In J. Harris, & R. Park (Eds.), Play, Games and Sports in
Cultural Context (pp. 313-326). Champaign: Human Kinetics Publishers (1983)
[17] Roland Barthes: Mythologies. New York: Noonday Press (1991)
[18] Seymour Chatman, ibid
[19] Rock Paper Scissors (Game): Anonymous
[20] Memento (Feature Film): Christopher Nolan (2000)