Exploring game grammars: a sociosemiotic account of young people’s game-making practices

Type de ressource
Article de revue
Auteur/contributeur
Titre
Exploring game grammars: a sociosemiotic account of young people’s game-making practices
Résumé
This article investigates the relationship between young people’s game-making practices and meaning-making in videogames. By exploring two different games produced in a game-making club in London through a multimodal sociosemiotic approach, the author discusses how semiotic resources and modes were recruited by participants to realize different discourses. By employing concepts such as modality truth claims and grammar, he examines how these games help us reflect on the links between intertextuality, hegemonic gaming forms and sign-making through digital games. He also outlines how a broader approach to what has been recently defined as the ‘procedural’ mode by Hawreliak in Multimodal Semiotics and Rhetoric in Videogames (2018) can be relevant for promoting different and more democratic forms of meaning-making through videogames.
Publication
Visual Communication
Pages
14703572211027214
Date
2021-09-15
Langue
Angalis
ISSN
1470-3572
Titre abrégé
Exploring game grammars
Consulté le
06/12/2022 10:08
Catalogue de bibl.
SAGE Journals
Extra
Publisher: SAGE Publications
Référence
Paula, B. de. (2021). Exploring game grammars: a sociosemiotic account of young people’s game-making practices. Visual Communication, 14703572211027214. https://doi.org/10.1177/14703572211027214
2. Auteur.rice.s et créateur.rice.s
4. Corpus analysé
4. Lieu de production du savoir
5. Pratiques médiatiques