Exploring game grammars: a sociosemiotic account of young people's game-making practices release_riqmce5lcnb43j5egabqgb4eqi

by Bruno Henrique de Paula

Published in Visual Communication by SAGE Publications.

2021   p147035722110272

Abstract

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.
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Date   2021-09-15
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