The semiotics of social justice: a multimodal approach to examining social justice issues in videogames.
This article explores how principles of multimodality can be effectively incorporated into game analysis in the context of social justice. The authors use a multimodal framework to assist developers, researchers, and educators in better understanding representations of class, race, and gender in vid...
| Published in: | Discourse: Studies in the Cultural Politics of Education Vol. 41; no. 5; pp. 723 - 740 |
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| Main Authors: | , |
| Format: | Article |
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Taylor & Francis Ltd
Oct2020
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| Subjects: | |
| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=145700050&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 145700050 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 01596306 54J jtl: Discourse: Studies in the Cultural Politics of Education issn: 01596306 maglogo: N pubinfo: dt: Oct2020 vid: 41 iid: 5 pid: 377 pub: Taylor & Francis Ltd artinfo: ui: 145700050 10.1080/01596306.2020.1769936 ppf: 723 ppct: 17 formats: fmt: – @attributes: type: T – @attributes: type: P size: 1.1MB tig: atl: The semiotics of social justice: a multimodal approach to examining social justice issues in videogames. aug: au: Hawreliak, Jason Lemieux, Amélie affil: Centre for Digital Humanities, Brock University, St. Catharines, Canada Faculty of Education, Mount Saint Vincent University, Halifax, Canada su: Social semiotics Video games Social justice Social context sug: subj: Social semiotics Video games Social justice Social context keyword: gender Multimodality procedurality race social justice videogames ab: This article explores how principles of multimodality can be effectively incorporated into game analysis in the context of social justice. The authors use a multimodal framework to assist developers, researchers, and educators in better understanding representations of class, race, and gender in videogames. Videogames are multimodal in nature: not only do they 'remediate' and adopt the representational practices of other media, but also employ algorithmic, procedural, haptic, and interactive forms of expression. Videogames are uniquely situated to represent systemic oppression and privilege through what Ian Bogost calls 'procedural rhetoric,' i.e. the representation of systems through computational media. Videogames' high multimodality allows players to experience and interact with systems of oppression and privilege in ways that other media cannot. To define these concepts, the paper will include examples from several videogames deal with issues of representation either implicitly or explicitly, including CartLife, a retail simulator; Overwatch, a competitive First-Person Shooter; and Apex: Legends, a battle-royale First-Person Shooter. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of Discourse: Studies in the Cultural Politics of Education is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: Discourse: Studies in the Cultural Politics of Education holder: Taylor & Francis Ltd dt: @attributes: year: 2020 holdings: @attributes: islocal: N |
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