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Journal articles on the topic 'Artistic semiotics of video games'

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1

Belyaev, Dmitry A., Andrey N. Zadvornov, Askar G. Hairullin, and Elmira I. Shajsultanova. "Artistic and aesthetic phenomenology of video games: multimodal semiotics and educational potential." Perspektivy Nauki i Obrazovania, no. 2 (April 30, 2025): 585–99. https://doi.org/10.32744/pse.2025.2.37.

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Introduction. In modern media culture, new forms of representation of the aesthetic are emerging, based on screenmodality and interactive mechanics. Video games with artistic and cultural content will allow to form new methodologicaltechniques and conditions of cultural knowledge broadcasting, as well as to create a unique semiotic environment ofaesthetic experience acquisition. The aim of the article is to study the theory and practice of the educational potential ofvideo games with artistic, cultural and aesthetic content.Materials and Methods. The study is based on the interpretation of vid
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Belyaev, Dmitry A., Andrey N. Zadvornov, Askar G. Hairullin, and Elmira I. Shajsultanova. "Artistic and aesthetic phenomenology of video games: multimodal semiotics and educational potential." Perspectives of science and Education 74, no. 2 (2025): 585–99. https://doi.org/10.32744/pse.2025.2.37.

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Introduction. In modern media culture, new forms of representation of the aesthetic are emerging, based on screen modality and interactive mechanics. Video games with artistic and cultural content will allow to form new methodological techniques and conditions of cultural knowledge broadcasting, as well as to create a unique semiotic environment of aesthetic experience acquisition. The aim of the article is to study the theory and practice of the educational potential of video games with artistic, cultural and aesthetic content. Materials and Methods. The study is based on the interpretation o
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Michailowsky, Alexei. "Patsy Gallant and Video Games." Journal of Sound and Music in Games 3, no. 4 (2022): 29–47. http://dx.doi.org/10.1525/jsmg.2022.3.4.29.

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Canadian artist Patsy Gallant (born 1948), who achieved worldwide commercial success as a disco queen, released Take Another Look in 1984. The album tells the story of the “High Tech Girl,” a female cyborg character that serves as a metaphor for Patsy herself to address the imminent end of her marriage to musician Dwayne Ford through the album. For the first time in the singer’s discography, synthesizers and MIDI sequencers took a predominant role. Those new digital technologies inspired the construction of a futuristic piece where distinct elements such as the sleeve photos, the lyrics, the m
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Yee, Thomas B. "Narrating Near-Death Experience." Chinese Semiotic Studies 14, no. 3 (2018): 329–46. http://dx.doi.org/10.1515/css-2018-0020.

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Abstract Rarely do the worlds of classical music and video games collide explicitly; when they do, as in the 2007 JRPG Eternal Sonata, the result is of marked semiotic interest. The game’s complex metafictional plotline – involving multiple levels of narrative seeking to blend fantasy and reality – invites speculation and interpretation, particularly concerning its multivalent ending. This article uses recently developed analytical methods from the burgeoning field of musical semiotics to glean poignant interpretative meaning from the video game’s musical surface. By invoking music-theoretic w
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Belyaev, Dmitriy. "The media language of video games: the history of the formation and semiotics of cybertexts." OOO "Zhurnal "Voprosy Istorii" 2023, no. 9-1 (2023): 188–97. http://dx.doi.org/10.31166/voprosyistorii202309statyi07.

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The article analyzes the linguistic structures of video games, their formation in a historical perspective and explication of the current semiosphere of video game cybertexts. The history of the formation of the graphic code system of video games is reconstructed. The significance of the technical factor (computing capabilities of hardware game devices) in shaping the diversity of the spectrum of video game icons is highlighted. Parallels in the visual semiotics and aesthetics of cinematic animation and video games are noted. Particular attention is paid to the analysis of the procedural clust
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ARMUTCI, Bayram. "Artistic Approaches in Isometric Video Games." Art Vision 29, no. 50 (2023): 75–83. http://dx.doi.org/10.5152/artvis.2023.22164.

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Fanani, Fajriannoor. "Mitologi Dalam Video Game: Pesan-pesan Politik Dalam Video Games Amerika Serikat." Jurnal The Messenger 3, no. 1 (2016): 1. http://dx.doi.org/10.26623/themessenger.v3i1.180.

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<p><em>Video Game, especially in Indonesia, has been long seeing as kid toy with minimum or no psychological impact to the player. This view is a serious mistake since video game able to transmit violence message to political message into their audience or player. Political message especially is very omnipresent in such game as Red Alert, Generals and others FPS or RTS games. The message on these games is higly political and contains political views the developer has. This writing tries to read the political messages on games like Red Alert and Counter Strike to find myth the devel
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Zhang, Heyang. "Research on the Commercial Value and Artistic Value of Video Games." Communications in Humanities Research 5, no. 1 (2023): 100–103. http://dx.doi.org/10.54254/2753-7064/5/20230107.

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Video games, as a relatively new but increasingly mature art form, gradually have a different value than other art forms as they develop. Video games can only be treated properly if the players are fully aware of their multifaceted nature. So the topic of this paper is the value of video games. This paper will try to solve the problem through multi-angle analysis and the experiential summary method. It can be concluded that the game's value is primarily comprised of its commodity and artistic value. As a commodity, games do make a lot of money for game companies. As art, games are indeed artis
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Maravić, Manojko. "Relacije umetnosti i video igara / Relations of Art and Video Games." AM Journal of Art and Media Studies, no. 1 (January 15, 2012): 93–104. http://dx.doi.org/10.25038/am.v0i1.12.

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When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art. Video games are a legitimate artistic medium subject to modifications and recontextualisations in the process of creating a specific experience of the player/user/audience and political action by referring to particular social problems. They represent a high technological medium that increases, with practically each new commercial game, the aesthetic potential of audio-visualperformances and includes m
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Mazlan, Johann Mikail, and Nelysa Nurshafira Mohd Roslan. "Semiotic in Narrative of Video Games: A Case Study of Detention (2017)." International Journal of Art and Design 9, no. 1/SI (2025): 26–41. https://doi.org/10.24191/ijad.v9i1/si.2937.

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The research studies the semiotic elements of video game narratives, with a particular emphasis on the critically acclaimed game Detention (2017). The game is renowned for its ability to intricately weave its narrative through a sophisticated interplay of signs and symbols. Semiotics, the study of signs and their meanings, provides a robust framework for understanding the layers of interpretation that enrich the interactive storytelling experience within video games. The study draws from the theoretical foundations established by influential semioticians such as Ferdinand de Saussure and Charl
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Jancsovics, Klaudia. "Play the art: Artistic value in video games." Replay. The Polish Journal of Game Studies 8, no. 1 (2022): 27–42. http://dx.doi.org/10.18778/2391-8551.08.02.

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Playing a game does not mean that we are doing something childish and useless. Using a new technology to express our feelings and raise the awareness of social issues does not mean we cannot call it art. If we go back in time, we can realize that there has always been a resistance to novelty and machines. Sometimes, they were even considered harmful. The same life cycle happens with video games: they are valuable in many ways, they are far more developed than they were twenty years ago, and they have even reached a stage where we can find art in them. But how can they be art? Is the answer in
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Gimbel, Steven, and Joseph Roman. "It’s about Time: Film, Video Games, and the Advancement of an Artform." Philosophies 4, no. 4 (2019): 56. http://dx.doi.org/10.3390/philosophies4040056.

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Jon Robson and Aaron Meskin have argued that the insights obtained through the philosophical analysis of video games is not specific to video games, but to a larger class of artistic creations they term Self-Involving Interactive Fictions, or SIIFs. But there is at least one aspect of SIIF video games that is philosophically interesting and does not apply to the class of SIIFs as a whole, the ability to represent non-classical time. If SIIF video games are considered to be an extension of the art form of graphic narrative story-telling, the art form dominated by film, then the ability to repre
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Neiva, Eduardo, and Carlo Romano. "The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies." Public Journal of Semiotics 1, no. 2 (2007): 31–49. http://dx.doi.org/10.37693/pjos.2007.1.8819.

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The paper analyzes the effect of immersion in digital games using the theoretical apparatus of game theory. The paper illustrates interactive operations and the cause and effect relationship between player and designer, explaining the importance of strategic decision-making and pathing in player immersion. It considers the game function of creating a virtual world and proposes the idea that digital games are not just computer-mediated communication to the player. These games are games of “the moment”, like the game Chicken, and played with apparently great emotion, intelligence, and physical d
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Bozhko, Tetiana, and Oleksandra Sliusarenko. "Stylist Characteristics of Modern Video Games." Demiurge: Ideas, Technologies, Perspectives of Design 8, no. 1 (2025): 49–60. https://doi.org/10.31866/2617-7951.8.1.2025.330444.

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The purpose of the publication is to establish a set of determinants that influence the creation of the artistic style of future video games, to study the degree of influence of each of them and the creative and figurative proper-ties and characteristic stylistic features of char-acters and locations in video games caused by them. Research methods. Empirical, inductive and analytical methods were used to study the influence of modern graphic style trends on modern video games. Scientific novelty. It has been established that the primary determinants of modern graphic stylistic trends in video
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Ertan, Ersin. "The History and Problems of Experimental Digital Pinball and Developing a Pinball Video Game Concept Based on Music." Etkileşim 6, no. 11 (2023): 421–31. http://dx.doi.org/10.32739/etkilesim.2023.6.11.203.

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Pinball games may have lost their popularity over time; however, developers revived their features inside other video games or completely renovated them. While arcade pinball machines offer limited gameplay, digital pinball can be much more flexible. Nevertheless, according to the author’s preliminary investigation, academic research is lacking in pinball gaming. This artistic paper attempts to close this gap by shedding light on experimental digital pinball games. Moreover, the author focuses on music visualization features of digital pinball games, and he developed an experimental pinball vi
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Jiao, Qianqian. "On Translation of English and Chinese Game Names: A Socio-semiotic Perspective." International Journal of Business Studies and Innovation 2, no. 3 (2022): 49–55. http://dx.doi.org/10.35745/ijbsi2022v02.03.0005.

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Video game, as an emerging media, has developed by leaps and bounds in recent years. As one of the most popular forms of leisure and entertainment today, it is referred to as the “ninth art”. Its commercial and cultural values have influenced people in a new generation. The translation of names in video games (simplified as ‘game’ hereinafter) has become an important topic for many people nowadays. In current game development, most of the games are packaged with the names of source languages, which makes foreign players choose games with deviations. Thus, it is a drawback for overseas promotio
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Беляев, Дмитрий Анатольевич. "Видеоигры в мультимодальной оптике (размышления над книгой Hawreliak J. «Multimodal Semiotics and Rhetoric in Videogames»)". ΠΡΑΞΗMΑ. Journal of Visual Semiotics, № 1(43) (31 березня 2025): 181–99. https://doi.org/10.23951/2312-7899-2025-1-181-199.

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Представлена свободная рецензия-размышление над книгой современного канадского медиасемиотика и исследователя видеоигр Дж. Хавреляка «Мультимодальная семиотика и риторика в видеоиграх». Видеоигры, создавая и транслируя смыслы через сложные семиотические ансамбли, являются одним из самых мультимодальных медиа. Однако принципы применения мультимодальной методологии при анализе видеоигр разработаны сравнительно слабо, диссонируя с их мультимодальной сущностью. Монография Хавреляка вносит важный вклад в конвергенцию дискурсов game studies и multimodal studies, разрабатывая новый методологический и
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Budiman, Arief, and Ardy Aprilian Anwar. "KONSTRUKSI IKON, INDEK, DAN SIMBOL DALAM MEMBANGUN VISUALISASI KARAKTER VIDEO GAME HARVEST MOON BACK TO NATURE." Jurnal Bahasa Rupa 4, no. 1 (2020): 1–9. http://dx.doi.org/10.31598/bahasarupa.v4i1.566.

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The presence of character visualization becomes part of the aesthetic value in video games, with its presence making events in the video game become interwoven and have a narrative flow. In the end it creates a fantasy as well as the occurrence of increasing emotion in playing video games, where players are expected to feel an understanding of indigo - value. Seeing the magnitude of the role of the presence of character visualization in video games. Then through the study of reading visual signs, it is done as a means to find out the sign construction on character visualization in the Harvest
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Wood, Kelli, and David S. Carter. "Art and technology: archiving video games for humanities research in university libraries." Art Libraries Journal 43, no. 4 (2018): 185–95. http://dx.doi.org/10.1017/alj.2018.29.

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AbstractOver the past half-century video games have become a significant part of our cultural environment, in part, by leading advances in both technology and artistic innovation. In recent years librarians and researchers have recognized these games as cultural objects that require collection and curation. Developing and maintaining collections of this fast moving and somewhat ephemeral media, however, poses challenges due to constantly advancing technology and a corresponding lack of consistent terminology. This article addresses the literature and critical issues surrounding collections of
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Bernal-Merino, Miguel Á. "Creativity and playability in the localisation of video games." Journal of Internationalization and Localization 5, no. 1 (2018): 74–93. http://dx.doi.org/10.1075/jial.00011.ber.

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Abstract Creativity is one of the most highly debated topics in translation not only because of how it relates to authorship but also because of the unavoidable cultural ramifications and the business implications for all the parties involved. Identifying the parameters within which creative translation operates in entertainment media requires a complex process that comprises a large amount of variables beyond the linguistic ones. Semiotics is suggested as a robust analytical tool to study the layering of meaning-making in entertainment products, in other words, their polysemioticity. Multimed
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Zinovieva, Tetiana. "Video Games As Deep Media: Challenges During The Russian-Ukrainian War." Obraz 44, no. 1 (2024): 45–57. http://dx.doi.org/10.21272/obraz.2024.1(44)-45-57.

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Introduction. The concept of “deep media” offers a valuable perspective on understanding modern media, with video games particularly noteworthy for their immersive and interactive nature. Relevance. Given the growth of the video game industry and its intersection with media, ethical and regulatory inquiries are pertinent, especially in light of events like the russian-Ukrainian war, where military-themed video games play a role of resistance in information wars. The purpose of the study is to substantiate the role of video games as deep media during the russian-Ukrainian war. Methodology. Empl
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Agin, Andrei Mihailovich. "Features of the artist's work when creating an image in interactive media." Человек и культура, no. 6 (June 2024): 76–94. http://dx.doi.org/10.25136/2409-8744.2024.6.71871.

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Interactive media is a type of multimedia content that involves active user interaction, which includes various forms such as interactive presentations, games, applications and digital installations that combine text, sound, images and video in one space. The relevance of this study is related to the increasing popularity of interactive art works – computer games and, as a consequence, the increasing demand of the industry for qualified game designers. The aim of the study is to analyze the artistic design methods used by game designers to create artistic images in game video content, which co
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Luo, Lan. "The Evolution of Female Character Representations in Video Games from a Feminism Perspective." Lecture Notes in Education Psychology and Public Media 30, no. 1 (2023): 131–36. http://dx.doi.org/10.54254/2753-7048/30/20231605.

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As a form of artistic cultural product, video games exert a subtle yet profound influence on societal culture and value systems. In an era where video games have become an integral component of popular culture and entertainment, the depiction of female characters within these virtual realms not only reflects the individual perspectives of game designers, but also serves as a mirror to broader societal attitudes and inclusivity towards women. This paper conducts a comprehensive analysis of iconic games spanning different eras since the inception of video games in the public eye, adopting a femi
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Sier, André. "Non-human labyrinths: Roots and additional other than human formation methods." Technoetic Arts 17, no. 1 (2019): 5–23. http://dx.doi.org/10.1386/tear_00002_1.

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Abstract Within the context of exploring new electronic arts' aesthetic regions and unexampled connections between generative art, games and mythology, my practical artistic research was led to focus on labyrinthine structures as exquisite legendary spatial gaming devices and as possible pathways to gain deeper humane insights, resulting into discoveries of original methods of labyrinth formation by means other than human. Labyrinths and mazes are inextricable paths, human made millennial structures that provide spatial challenges often connected with feedback, compression, entanglement and hy
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Alidini, Stefan. "To be or not to be: Shakespeare and video games." Kultura, no. 168 (2020): 281–302. http://dx.doi.org/10.5937/kultura2068281a.

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The paper analyses video games in the context of new media and considers their artistic potential from the perspective of Game Studies. Using to Be or Not to Be, an adaptation of Shakespeare's Hamlet as an example, the paper presents a theoretical examination of the game's structural, textual and narrative features and ludic elements, so as to elucidate the principles of adaptation and transformation of a literary text into a new digital form, as well as the advantages and the disadvantages of such processes. Trust in the narrative, along with adequate game mechanics and the player's perceptio
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Reay, Emma. "Appraising the Poetic Power of Children's Video Games." International Research in Children's Literature 11, no. 1 (2018): 17–32. http://dx.doi.org/10.3366/ircl.2018.0251.

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To date, most studies of video games by children's literature scholars have been ‘child-oriented’ rather than ‘text-oriented’, focusing on the needs and capabilities of child-players rather than on the literary and artistic potential of the games themselves. This essay proposes that in-depth textual analyses of children's video games will not only illuminate the aesthetic value of specific texts, but also refashion and redirect scholarly debate about the medium itself. What is more, an open dialogue between games scholarship and children's literature scholarship is likely to yield the kind of
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Steklova, Irina A., Galina N. Veslopolova, and Alexander M. Steklov. "City and Video Games: Moving Towards Each Other." Vestnik of Saint Petersburg University. Arts 11, no. 4 (2021): 674–95. http://dx.doi.org/10.21638/spbu15.2021.406.

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The article is devoted to the problem of the city new imagery, the steady convergence of real architecture and virtual architecture. Although the connection between these phenomena has been the subject of reflection by specialists from various science branches for the past decades, it has not been sufficiently manifested. Another attempt at manifestation is made in this article, within the fundamental problems of art theory and history. Its novelty consists in activating the classical category “image of the city” in the virtual space centre of video games as the most active link between artist
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Kubiński, Piotr. "Play It Again, Stanley: Mise en Abyme and Playing with Convention and Narrative in The Stanley Parable." Tekstualia 1, no. 3 (2017): 45–59. http://dx.doi.org/10.5604/01.3001.0013.5929.

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Humanistic reflection on video games seems like a necessity nowadays, due to the enormous popularity of digital entertainment and the infl uence it exerts over modern culture. This need for a deeper refl ection also stems from the fact that, increasingly, video games give their players various pleasures – created by spectacular visual effects, exciting plot or an opportunity to solve logical puzzles. Electronic games are progressively becoming a tool of artistic pursuits and intellectual experiments that would be impossible in analogue media. An example of such phenomenon, and a game especially w
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Pecheranskyi, I. "Technical peculiarities of the narrative action games of the 1990s – 2010s as a factor of their development in the context of digital art." Culture of Ukraine, no. 81 (September 21, 2023): 13–23. http://dx.doi.org/10.31516/2410-5325.081.02.

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The purpose of the article is to reveal and analyze the technical peculiarities of the narrative action games of the 1990s – 2010s as a factor of their development in the context of digital art.
 The methodology of the research is accordingly conditioned by the interdisciplinary and techno-cultural nature of the subject of study that has an influence on the choice of toolkit among the components of which are: firstly, reductionist theory and the principle of technological determinism, which help to reveal the role of computer technology in improving game mechanics and shaping the an artis
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Shedko, I. I. "Pictorial Sources of the Images of Mythological Creatures in the Video Game Nioh." Art & Culture Studies, no. 4 (December 2022): 502–27. http://dx.doi.org/10.51678/2226-0072-2022-4-502-527.

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The purpose of this article is to review the characters in the two-part Japanese video game series Nioh so as to identify their origins and artistic relationships with the visual arts. Based on the names and appearance of the characters created in the game, the author attempts to perform a comparative analysis of the images in the game and those known in Japanese art. The subject of the research is identifying and studying the connection between the art of the past and modern video game character design on the example of the Nioh video game series, using the methods of art analysis. Modern res
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Çınar, Bahadır Mert, and Ebru Özeke Tökmeci. "WHAT DOES LAS VEGAS TEACH VIDEO GAMES? : A STUDY ON THE EFFECTS OF COMMERCIAL POSTMODERN ARCHITECTURE ON VIDEO GAMES." Mekansal Araştırmalar Dergisi 3, no. 1 (2025): 1–18. https://doi.org/10.71298/maddergi.1588645.

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Architectural discourse influences many different artistic and technical disciplines as well as architectural practice. This article was conducted with the aim of examining the impact of architectural discourse on video games and creating an analysis of what video games have gained from architectural discourse in terms of concept, story, environmental designand atmosphere, which have become one of the largest entertainment sectors. In the article, the book Learning from LasVegas, written by Venturi, Brown and Izenour in 1972, and the effect of the symbolic commercial Las Vegas discourse which
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Shedko, I. I. "Video Game Art Styles." Art & Culture Studies, no. 4 (December 2021): 382–95. http://dx.doi.org/10.51678/2226-0072-2021-4-382-395.

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The article examines the graphic styles that have arisen in the video game industry due to the technical features and development of this media. These styles are widely used and starting to go beyond the industry into the field of contemporary art. Despite the fact that pixel art is mainly used in the creation of video games, it has already become an independent form of visual style. Contemporary artists such as the Russian digital artist and designer under the pseudonym Uno Morales and the artist Natalya Struchkova turn to the pixel style when creating their works. Like the pixel art, voxel g
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Hutabalian, Ristama Fitri Widia, Lyra Hani Chintya Manullang, Elizabeth Hutapea, and Jesica Geraldine Sibagariang. "Interpreting the Meaning of Lyrics and Music Video of "Sorai" by Nadin Amizah Based on Ferdinand de Saussure’s Theory." SMASH: Journal of Social Management Sains and Health 2, no. 1 (2025): 102–11. https://doi.org/10.57235/smash.v2i1.5998.

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This study examines the interplay of lyrical and visual symbolism in Nadin Amizah’s Sorai through the lens of Ferdinand de Saussure’s semiotic theory. By analyzing the song’s lyrics and music video as multimodal texts, the research explores how linguistic and visual signifiers construct themes of interdependence, emotional burden, and acceptance of impermanence. Utilizing Saussure’s dyadic model of signifier-signified relationships, the analysis reveals that natural metaphors (e.g., sky, sea) and cultural lexicon (e.g., sorai, derived from Minangkabau) function as arbitrated codes to convey ex
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Yankovskiy, Alexander N. "Riddle as a Structural Element of the Quest Genre." Journal of Flm Arts and Film Studies 10, no. 4 (2018): 78–88. http://dx.doi.org/10.17816/vgik10478-88.

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One of the most sought after forms of contemporary mass culture is the quest, represented in various formats from video games, to cinema, to city tours, to especially equipped game spaces. What is the secret the popularity of this format whose roots can be found in archaic myths and rituals? The article establishes the interconnection between the quest with literature, cinema, video games and reality shows. The phenomenon of the riddle in the context of real virtuality has never been explored in terms of cultural studies, modern artistic game forms are just beginning to be interpreted in the a
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Kurniawan, Muhammad Hafiz, Wawan Gunawan, and Dadang Sudana. "Hot, fancy, and dangerous: The representation of female characters in three popular video games: Multimodal discourse analysis." EduLite: Journal of English Education, Literature and Culture 8, no. 1 (2023): 135. http://dx.doi.org/10.30659/e.8.1.135-153.

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A video game is one of the popular cultures that gained much popularity among teenagers and adults. However, with its popularity, it also has controversy where female characters in video games are frequently to satisfy a male fantasy. Therefore, this research aims to investigate the representation of female characters in three video games: Metal Gear Solid V: The Phantom Pain, Mark of The Ninja, and Naruto Shippuden: Ultimate Ninja Storm 4. This research aims to address how the representation of female characters also portrays that sexism in video games still lingers. This research applied mul
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Ensslin, Astrid. "Do avatars dream of electric steak? Video games and the gendered semiotics of food." Journal of Gaming & Virtual Worlds 3, no. 1 (2011): 37–50. http://dx.doi.org/10.1386/jgvw.3.1.37_1.

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Araújo, Naiara Sales. "VIDEO GAMES E LITERATURA: Do Nimrod à Neuromancer." Revista Observatório 3, no. 3 (2017): 164. http://dx.doi.org/10.20873/uft.2447-4266.2017v3n3p164.

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O presente artigo visa a refletir sobre a relação vídeo game e literatura, dos anos 50 aos anos 80, mostrando como a interface entre esses dois veículos tem proporcionado importantes diálogos no meio tecno-científico e artístico, contribuindo para uma vasta produção de jogos eletrônicos criados a partir de constante processo de reconstrução e adaptação. PALAVRAS-CHAVE: Vídeo games; Literatura; Diálogo. ABSTRACT The present article aims to reflect on the relationship between video games and literature, from the fifties to the eighies, showing how the interface between this two vehicles has prov
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Lytvynenko, Ye V., and Y. V. Tverdokhlib. "Problems of copyright protection for gaming content." Analytical and Comparative Jurisprudence, no. 5 (October 12, 2024): 188–92. http://dx.doi.org/10.24144/2788-6018.2024.05.29.

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The article is devoted to a comprehensive study of the current issues of copyright protection of game content in the context of the rapid development of the video game industry. The study examines the peculiarities of legal protection of various elements of video games, including software code, audiovisual components, storylines and characters. It analyses the main challenges faced by developers and publishers in protecting their intellectual property rights, including unauthorised copying, piracy and unlicensed modifications. The author analyses the terminology of the industry, in particular,
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Vázquez-Martín, Carlos, José M. Ramírez-Hurtado, and Esteban Vázquez-Cano. "Impact of Video Game Use on Fostering Creativity in Waldorf School Students." International Journal of Technology in Education 8, no. 1 (2025): 174–92. https://doi.org/10.46328/ijte.1020.

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This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the influence of other activities on creativity. A sample of 146 Waldorf students was analyzed using descriptive statistics and multiple correspondence analysis (MCA). Results show that most students play video games for 0–2 hours daily, with a notable gende
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Ulyanova, Snezhana Yu. "Sound and Music in Video Games: Relevant Issues." IKONI / ICONI, no. 1 (2022): 100–109. http://dx.doi.org/10.33779/2658-4824.2022.1.100-109.

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The article examines the main current issues of sound and, in particular, soundtrack in the modern video games. The immense popularity of this new genre layer of modern musical culture deserves serious scholarly understanding. So the author names and highlights such important issues as the general characteristic features of sound image of video games, diverse sounds and original musical compositions. The music for the game is presently being written by such famous composers as Hans Zimmer, Jeremy Soul, Harry Gregson-Williams, Akira Yamaoka, and Jesper Kyd. Recently, music in video games has be
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Lin, Jing, and Woo-Rin Chang. "A Study on the Application of Optical Illusions in Indie Games Through Comparative Analysis with Paintings." Institute of Art & Design Research 27, no. 1 (2024): 45–54. http://dx.doi.org/10.59386/jadr.2024.27.1.45.

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The combination of optical illusions and indie games has great potential for artistic expression. Based on optical illusions, this study examines the interaction between players and optical illusions in indie games, and focuses on optical illusions in contemporary indie games, which are compared and analyzed with paintings by artists such as Escher, Andrea Pozzo, Josef Alberts, and Luca Giordano to analyze the formative method that applies optical illusions in indie game art. Based on the development of indie games that use optical illusions formatively, four optical illusions are summarized:
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Carr, Diane, Gareth Schott, Andrew Burn, and David Buckingham. "Doing Game Studies: A Multi-Method Approach to the Study of Textuality, Interactivity and Narrative Space." Media International Australia 110, no. 1 (2004): 19–30. http://dx.doi.org/10.1177/1329878x0411000105.

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The emergence of game studies is provoking a struggle between adapted older disciplines in the effort to forge a new, discrete field of study. This paper reports on a two-year project titled Textuality in Video Games1 and the range of research techniques that were employed in order to begin answering questions about role-play, pleasure, agency and narrative. The paper outlines how narratology and film theory, social psychology and social semiotics were deployed separately and in various combinations to analyse computer role-play games, the interaction between player and text, and the cultural
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Hut, Rolf, Casper Albers, Sam Illingworth, and Chris Skinner. "Taking a <i>Breath of the Wild</i>: are geoscientists more effective than non-geoscientists in determining whether video game world landscapes are realistic?" Geoscience Communication 2, no. 2 (2019): 117–24. http://dx.doi.org/10.5194/gc-2-117-2019.

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Abstract. From the wilderness of Hyrule, the continent of Tamriel, and the geographies of Middle Earth, players of video games are exposed to wondrous, fantastic, but ultimately fake, landscapes. Given the time people may spend in these worlds compared to the time they spend being trained in geoscience, we wondered whether expert geoscientists would differ from non-geoscientists in whether they judge the landscapes in these video games to be “realistic”. Since video games present a great opportunity for tangential learning, it would be a missed opportunity if it turns out that features obvious
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Wohlwend, Karen E., Sarah Vander Zanden, Nicholas E. Husbye, and Candace R. Kuby. "Navigating discourses in place in the world of Webkinz." Journal of Early Childhood Literacy 11, no. 2 (2011): 141–63. http://dx.doi.org/10.1177/1468798411401862.

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Geosemiotics (Scollon and Scollon, 2003) frames this analysis of play, multimodal collaboration, and peer mediation as players navigate barriers to online connectivity in a children’s social network and gaming site. A geosemiotic perspective enables examination of children’s web play as discourses in place: fluidly converging and diverging interactions among four factors: (1) social actors, (2) interaction order, (3) visual semiotics, and (4) place semiotics. The video data are excerpted from an ethnographic study of a computer club for primary school-aged children in an afterschool program se
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Hambleton, Elizabeth. "Gray Areas." Journal of Sound and Music in Games 1, no. 1 (2020): 20–43. http://dx.doi.org/10.1525/jsmg.2020.1.1.20.

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“Navigable narratives” are a subgenre of narrative-based video games under the umbrella definition of “walking simulators.” While they are a subgenre of video games, analyzing their score or soundscape purely through a video game lens paints an incomplete picture because of their different artistic focus. Models like Elizabeth Medina-Gray's modular analysis are a useful start but insufficient on their own to understand this genre's sound. Rather, a participant's experience in a navigable narrative is often quite similar to that of a soundwalk, especially a virtual reality soundwalk; the game c
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Alfred, Ndi. "Rethinking Video Games in Critical Discourse: Re-Visiting Intersections of the ICT Hypertext and Artistic Consumption." International Journal of Information Technology 3, no. 12 (2020): 21–29. https://doi.org/10.5281/zenodo.3685715.

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This paper set out to investigate the critical environment of videogames not merely as technology but also as art. Departing from the premise that functionalist readings of videogames say little about the evolution of the technology in its critical environment, it applied a de Certeaurian critical paradigm and came up with certain findings. As a digital technology, the videogame has been subject to new definitional considerations; it is a new agency of production, consumption and distribution of digital goods and services, sharing, communication, interaction, and socialization. Beyond technolo
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McKernan, Brian. "Video games, contestation, and meaning: a strong program approach to studying artistic legitimation." American Journal of Cultural Sociology 7, no. 2 (2018): 174–213. http://dx.doi.org/10.1057/s41290-018-0060-3.

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Ekpe, Bassey, and Israel Wekpe. "Interactivity and Ecomedia in the Digital Age." Interactive Film & Media Journal 3, no. 1 (2023): 126–31. http://dx.doi.org/10.32920/ifmj.v3i1.1696.

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Interactivity is a fundamental aspect of contemporary digital media and communication, playing a crucial role in the synergistic relationship between filmic representation and video games. This paper examines the interplay between Jeta Amata's eco-film Black November and the video game Niger Delta Commando, focusing on the narratives, themes, and imaginary worlds that define their relationship. In the context of Nigeria's Niger Delta challenges, these media forms provide alternative approaches for addressing environmental issues while maintaining relevance and competing for attention in the en
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Ginting, Riza Fahlevi, T. Thyrhaya Zein, and Alemina Br Perangin-Angin. "Semiotic of Female Masculinity in Videogame 'The Last of Us Part II'." Radiant 3, no. 1 (2022): 25–40. http://dx.doi.org/10.52187/rdt.v3i1.86.

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This study aims to interpret the signs of semiotics in the videogame The Last of Us Part II (TLOU Part II) which reflect the values of female masculinity initiated by Judith Halberstam (1998). Through Roland Barthes' (1977) semiotics theory, this study analyzes the denotative and connotative meanings of visual and verbal signs from the characters of the videogame TLOU Part II. The source of this research data comes from screenshots of the videogame walkthrough which is then focused into 12 data for qualitative descriptive analysis. The 12 data were analyzed for their denotative and connotative
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Skubina, Nataliia. "VIDEOGAMES AS A SPACE FOR RECONSTRUCTING MYTHOLOGICAL STRUCTURES." Journal of V. N. Karazin Kharkiv National University, Series "The Theory of Culture and Philosophy of Science", no. 66 (December 28, 2022): 23–30. http://dx.doi.org/10.26565/2306-6687-2022-66-03.

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The article is dedicated to the cultural-philosophical study of the video game space as a place for the reconstruction of archaic mythological structures. The study of narrative video games, which emerged in the early 1980s, represents new media that interactively transmit mythological motifs into the gaming experience. To identify and study mythological elements in video games, the methodological basis includes the works of C.G. Jung and C. Kerényi, who developed concepts of archetypes in culture. Also utilized is the concept of the monomyth by J. Campbell, which involves the realization of t
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