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Towards a social-semiotic approach to visual analysis of two-dimensional games: a toolkit

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Author(s):
Matumoto, Andre de Oliveira ; Goncalves-Segundo, Paulo Roberto
Total Authors: 2
Document type: Journal article
Source: Texto Livre; v. 15, p. 18-pg., 2022-01-01.
Abstract

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 works 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. (AU)

FAPESP's process: 20/13090-1 - The multimodal construction of Brazil in videogames: confluences between social semiotics and ludology
Grantee:André de Oliveira Matumoto
Support Opportunities: Scholarships in Brazil - Scientific Initiation