面向二维游戏视觉分析的社会符号学方法

IF 0.8 0 LANGUAGE & LINGUISTICS Texto Livre-Linguagem e Tecnologia Pub Date : 2022-09-20 DOI:10.35699/1983-3652.2022.39398
André de Oliveira Matumoto, Paulo Roberto Gonçalves-Segundo
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引用次数: 0

摘要

如今,从经济和社会文化的角度来看,电子游戏是最具影响力的媒体之一。因此,有工具来分析这些文本及其潜在传达的意义和话语是很重要的。基于社会符号学方法,本文提出了一套分析范畴来研究二维(二维)游戏的视觉建构。尽管2D模式在视频游戏中不再流行——3D(三维)游戏早在1995年就随着索尼PlayStation的推出而逐渐普及——但它仍然在一些当前的游戏中使用。此外,关于电子游戏的社会符号学研究仍然不多;因此,将分析电子游戏的方法论分类系统化是理解这些人工制品的符号学构成的重要一步。本研究的重点是超级任天堂的《Marvel Super Heroes in War of The Gems》(CAPCOM, 1996)。通过将上述分类应用于巴西游戏阶段,本文提出了分析电子游戏视觉模式的方法,考虑到它们的多模态性质和话语潜力。
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Towards a social-semiotic approach to visual analysis of two-dimensional games
Nowadays, video games are one of the most influential media from an economic and sociocultural point of view. Therefore, it is important to have tools to analyze such texts and the meanings and discourses they potentially convey. Based on the social-semiotic approach, this paper proposes a set of analytical categories to study the visual construction of 2D (two-dimensional) games. Although the 2D paradigm is no longer prevalent in video games — 3D (three-dimensional) games became gradually common as early as 1995 with the introduction of the Sony PlayStation — it is still used in several current titles. Furthermore, social-semiotic studies on video games are still not numerous; therefore, a focused study that systematizes methodological categories for the analysis of video games is a relevant step towards understanding the semiotic constitution of these artifacts. The present study focuses on Marvel Super Heroes in War of the Gems for the Super Nintendo (CAPCOM, 1996). By applying the categories presented here on the Brazilian stage of the game, this article suggests ways to analyze the visual mode of video games, taking into account their multimodal nature and discursive potential.
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来源期刊
Texto Livre-Linguagem e Tecnologia
Texto Livre-Linguagem e Tecnologia LANGUAGE & LINGUISTICS-
CiteScore
1.10
自引率
16.70%
发文量
32
审稿时长
5 weeks
期刊介绍: Texto Livre: Linguagem e Tecnologia is a quarterly journal, sponsored by the School of Letters of the Federal University of Minas Gerais (Brazil) since 2008. It welcomes submissions of articles, reviews, essays and translations on the relationship between languages and digital media. Its mission is to promote scientific production in the field of language studies, especially analysis of writing and practices for teaching writing through free and open new technologies, and studies on documentation and dissemination of free and open software, providing researchers from Brazil and abroad with the opportunity to share their research and contribute to the debate and scientific progress in the area. Topics of interest to this journal include: intertextuality, usability, computer use in the classroom, free culture, digital inclusion, digital literacy, dissemination of free software and other topics related to language and technology. The journal accepts manuscripts in Portuguese, Spanish, English and French, with no need for a translation into Portuguese. Texto Livre is intended for researchers and for a non-academic audience interested in critical approaches to the related topics addressed by the journal.
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