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

2021 ◽  
pp. 147035722110272
Author(s):  
Bruno De Paula

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.

Itinerario ◽  
2003 ◽  
Vol 27 (3-4) ◽  
pp. 263-284 ◽  
Author(s):  
Ann Laura Stoler

This essay takes as its subject how intimate domains - sex, sentiment, domestic arrangement and child rearing - figure in the making of racial categories and in the management of imperial rule. For some two decades my work on Indonesia's Dutch colonial history has addressed patterns of governance that were particular to that time and place but resonant with practices in a wider global field. My perspective thus is that of an outsider to, but an acquisitive consumer of comparative historical studies, one long struck with the disparate and congruent imperial projects in Asia, Africa and the Americas. This essay invites reflection on those domains of overlap and difference. My interest is more specifically in what Albert Hurtado refers to as ‘the intimate frontiers’ of empire, a social and cultural space where racial classifications were defined and defied, where relations between coloniser and colonised could powerfully confound or confirm the strictures of governance and the categories of rule. Some two decades ago, Sylvia van Kirk urged a focus on such ‘tender ties’ as a way to explore the ‘human dimension’ of the colonial encounter.’ As she showed so well, what Michel Foucault has called these ‘dense transfer point[s]’ of power that generate such ties were sites of production of colonial inequities and, therefore, of tense ties as well. Among students of colonialisms in the last decade, the intimacies of empire have been a rich and well-articulated research domain. A more sustained focus on the relationship between what Foucault refers to as ‘the regimes of truth’ of imperial systems (the ways of knowing and establishing truth claims about race and difference on which macro polities rely) and those micro sites of governance may reveal how these colonial empires compare and converge.


Animation ◽  
2021 ◽  
Vol 16 (1-2) ◽  
pp. 83-95
Author(s):  
Raz Greenberg

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.


2016 ◽  
Vol 23 (4) ◽  
pp. 433-460 ◽  
Author(s):  
Jessica McKenzie ◽  
Lene Arnett Jensen

Drawing from qualitative analyses of interviews, ethnographic data, and a review of interdisciplinary literature, this manuscript puts forth a theory of moral life course narratives among U.S. evangelical and mainline Protestants. This theory delineates the relationship between religious worldviews and conceptions of moral behaviors, and the manner in which these worldviews and attendant moral conceptions change across the life course for community members. Grounded theory analyses of 32 participants’ divinity-based moral discourses were interpreted in conjunction with their worldviews, as well as church, home, and school contexts. Analyses indicated that evangelical children highlighted their moral transgressions because they regarded themselves as still quite close to a sinful birth. Evangelical adults, who had been saved and were moving toward God, temporally and spiritually distanced themselves from the morally wrong deeds of their youth. Meanwhile, mainline children and adolescents rarely reasoned about their moral experiences in terms of divinity. This finding is understood in light of their church’s emphasis on developing an individualized relationship with God over time. The study and resultant theory elaborate cultural constructions and transmissions of moral life course narratives that, in turn, provide a framework for understanding when, why, and how divinity enters into moral meaning making for cultural community members. We conclude by advocating for theoretical, methodological, and analytical approaches that expose the cultural nature of developmentally dynamic moral selves.


Author(s):  
Nur Nabilah Abdullah ◽  
◽  
Rafidah Sahar ◽  

Intercultural communication refers to interaction between speakers of different backgrounds, such as different linguistic and cultural origins (Kim 2001). Interaction in face-to face situations has demonstrated that spoken language involves both verbal and semiotic resources for social action. Semiotic resources that include use of talk, gestures, eye gaze and other nonverbal cues can convey semantic content and can become a crucial point in conversation (Hazel et al. 2014). Drawing on a Aonversation Analysis (CA) approach, we explore how participants employed semiotic resources in word searches activities in an intercultural context. Word searches are moments in interaction when a speaker’s turn is temporarily ceased as the speaker displays difficulty in searching for appropriate linguistic items so as to formulate the talk (Schegloff et al. 1977; Kurhila 2006). In this study, naturally occurring interactions in a multilingual setting were video recorded. The participants were Asian university students with different language backgrounds. The findings suggest that multilingual participants mutually collaborate by utilizing verbal affordances, gaze, gesture and other nonverbal cues as useful semiotic resources in the meaning-making process, and thus resolving word search impediments to facilitate intercultural interaction.


2021 ◽  
pp. 1354067X2110474
Author(s):  
Pedro F Bendassolli

Work is a semiotically oriented activity, that is, when working, individuals anticipate aspects of their activity using a network of signs and meanings and project themselves in time with the aim to achieve certain goals. This study proposes a discussion on the relationship between purpose and work and distinguishes purpose as objective, related to actions aimed at goals, and purpose as a glimpse or a hyper-generalized sign. Both of these purposes are related to other dimensions of an individual’s relationship, with their work that are not contained in their actions aimed at situated ends. From a methodological viewpoint, the arguments are developed based on the analysis of two fictional characters, inspired by the cultural psychology of semiotic orientation: Sisyphus, extracted from classical literature, and Bartleby, the scrivener of the novel of the same name written by Herman Melville. Based on this analysis, we propose considering the purpose–work relationship on two axes: (1) what articulates sense-meaning in the process of meaning-making, and (2) the axis of action potency and its relationship with the concepts of emptiness and contingency based on a human agent’s experiences in culture. The paper aims to contribute both to the cultural psychology of semiotic orientation and to the literature on the meaning of work.


2014 ◽  
Vol 12 (3) ◽  
pp. 309-319 ◽  
Author(s):  
Jennifer R. Whitson ◽  
Bart Simon

While we could attribute the close ties between surveillance and video games to their shared military roots, in this editorial we argue that the relationship goes much deeper to that. Even non-digital games such as chess require a mode of watchfulness: an attention to each piece in relation to the past, present, and future; a drive to predict an opponent’s movements; and, a distillation of the player-subject into a knowable finite range of possible actions defined by the rules. Games are social sorting, disciplinary, social control machines.In this introduction we tease apart some of the intersections of games and surveillance, beginning with a discussion of the NSA documents leaked by Edward Snowden on using games to both monitor and influence unsuspecting populations. Next, we provide an overview of corporate data-gathering practices in games and further outline the production of manageable, computable subjectivities. Then, we show how the game Watch Dogs explores the surveillant capacities of games at both the game mechanical and representational scales. These three different facets of surveillance, games, and play set the scene for the special issue and the diverse articles that follow.  In the following pages we pose new lines of questioning that highlight the nuances of play and offer new modes of thinking about what games - and the processes of watching and being watched that are a foundational part of the experience – can tell us about surveillance.


Author(s):  
João Pedro Ribeiro ◽  
Miguel Carvalhais ◽  
Pedro Cardoso

Mise-en-jeu is the ontological equivalent of film’s mise-en-scène. As such, mise-en-jeu is a cinematographic language through which game designers communicate. It offers designers the ability to create and shape the aesthetics of videogames’ mediated space, the space of the cinematographic presentation.Our prior work on mise-en-jeu focused on the visual aspects of videogames. With that in mind, starting with an analysis of mise-en-scéne, this paper provides an understanding of how sound is relevant for meaning-making through mise-en-jeu. Since videogames make use of some of motion picture’s filming techniques, we first studied practitioners and academics in the history of film, approaching videogames afterwards.The results of this research show that sound in mise-en-jeu allows designers to provoke emotions in players and to assist those players in formulating meaning as intended by the designers. We also found that mise-en-jeu allows for the deconstruction and interpretation of the characteristics of various variables of videogames’ mediated space. Therefore it allows us to understand better the relationship between videogames as audiovisual artefacts and the potential meanings that emerge from playing them.


2021 ◽  
Author(s):  
◽  
Suze Wilson

<p>We have come to live in an age where leadership is the solution, regardless of the problem. Today, managers are called on to provide leadership which is ‘visionary’, ‘charismatic’, ‘transformational’ and ‘authentic’ in nature. This is what ‘followers’ are said to need to perform to their potential. The efforts of the academy in promoting these ideas means they are typically understood as modern, enlightened and grounded in scientific research. Taking a critical step back, this study examines why we have come to understand leadership in this way.  Adopting a Foucauldian methodology, the study comprises three case studies which examine Classical Greek, 16th century European and modern scholarly discourses on leadership. The analysis foregrounds change and continuity in leadership thought and examines the underpinning assumptions, problematizations and processes of formation which gave rise to these truth claims. The relationship and subjectivity effects produced by these discourses along with their wider social function are also considered.  What the study reveals is that our current understanding of leadership is not grounded in an approach more enlightened and truthful than anything that has come before. Rather, just as at other times in the past, it is contemporary problematizations, politically-informed processes of formation and the epistemological and methodological preferences of our age which profoundly shape what is understood to constitute the truth about leadership.  Through showing how leadership has been thought of at different points in time, this thesis argues that far from being a stable enduring fact of human nature now revealed to us by modern science, as is typically assumed, leadership is most usefully understood as an unstable social invention, morphing in form, function and effect in response to changing norms, values and circumstances. Consistent with this understanding, a new approach to theory-building for organizational leadership studies is offered. This study shows, then, why we ought to think differently about leadership and offers a means by which this can occur.</p>


2021 ◽  
Author(s):  
◽  
Suze Wilson

<p>We have come to live in an age where leadership is the solution, regardless of the problem. Today, managers are called on to provide leadership which is ‘visionary’, ‘charismatic’, ‘transformational’ and ‘authentic’ in nature. This is what ‘followers’ are said to need to perform to their potential. The efforts of the academy in promoting these ideas means they are typically understood as modern, enlightened and grounded in scientific research. Taking a critical step back, this study examines why we have come to understand leadership in this way.  Adopting a Foucauldian methodology, the study comprises three case studies which examine Classical Greek, 16th century European and modern scholarly discourses on leadership. The analysis foregrounds change and continuity in leadership thought and examines the underpinning assumptions, problematizations and processes of formation which gave rise to these truth claims. The relationship and subjectivity effects produced by these discourses along with their wider social function are also considered.  What the study reveals is that our current understanding of leadership is not grounded in an approach more enlightened and truthful than anything that has come before. Rather, just as at other times in the past, it is contemporary problematizations, politically-informed processes of formation and the epistemological and methodological preferences of our age which profoundly shape what is understood to constitute the truth about leadership.  Through showing how leadership has been thought of at different points in time, this thesis argues that far from being a stable enduring fact of human nature now revealed to us by modern science, as is typically assumed, leadership is most usefully understood as an unstable social invention, morphing in form, function and effect in response to changing norms, values and circumstances. Consistent with this understanding, a new approach to theory-building for organizational leadership studies is offered. This study shows, then, why we ought to think differently about leadership and offers a means by which this can occur.</p>


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