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Videogame analysis: a social-semiotic approach
Authors:Óliver Pérez-Latorre  Mercè Oliva  Reinald Besalú
Affiliation:Department of Communication, Pompeu Fabra University, Barcelona, Spain
Abstract:The relevance of videogames in the contemporary cultural ecosystem and their social impact make it necessary to develop theories and analytical models to understand the expressive potential of videogame design, and how videogames work as texts, giving shape to certain values, behavioural patterns and ideological visions. To do so, it is crucial to build a bridge between game studies and contemporary semiotics. Thus, with this aim, we present in this paper an analysis model for studying videogames as texts that combines theoretical and methodological elements from social semiotics and procedural rhetorics, a specific branch of game studies. Our model is based on four levels: the narrative, ludo-narrative, system-gameplay and designer-player dimensions. As a case study, the model is applied to the videogame The Last of Us.
Keywords:Videogame  signification  social semiotics  game design  procedural rhetoric
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