A SOCIAL-SEMIOTIC APPROACH FOR VISUAL ANALYSIS OF TWO-DIMENSIONAL GAMES: ON MEANING-MAKING IN DUCKTALES
DOI:
https://doi.org/10.20873/uft2179-3948.2022v13n1p344-369Keywords:
social semiotics, visual analysis, video games, two-dimensional games, amazon forestAbstract
Currently, vídeo games are becoming increasingly relevant in academic inquiry. Thus, it is necessary to develop a focused methodology to study the meaning making processes in these texts. This article proposes visual and discursive categories, based on the socio-semiotic framework, for the analysis of two-dimensional games. Considering the multimodal and interactive nature of video games, the proposal analysis how the visual mode, as well as its interfaces, create meanings through ludo-semiotic strategies. For that, the Amazonian stage from the game Ducktales (CAPCOM, 1989) will be analyzed to investigate how the semiotic choices create meaning and discourses regarding the represented space.
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