sh.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
An empirical multimodal approach to open-world video games: A case study of Grand Theft Auto V
University of Niš, Faculty of Philosophy, Serbia.ORCID iD: 0000-0002-0121-4591
University of Groningen, Faculty of Arts, Department of Communication and Information Studies, the Netherlands.ORCID iD: 0000-0002-1330-8800
2021 (English)In: Empirical Multimodality Research: Methods, Evaluations, Implications / [ed] Jana Pflaeging; Janina Wildfeuer; John A. Bateman, Berlin: Walter de Gruyter, 2021, p. 259-279Chapter in book (Refereed)
Abstract [en]

This chapter presents results of an empirical case study based on annotating an open-world video game and creating datasets in order to describe the semiotic elements of this video game at work. Following the procedure of identifying elements and semiotic modes on canvases of real-time video games presented in Bateman et al. (2017b), it provides a semiotic inventory of Grand Theft Auto V (Rockstar North 2013) so as to allow a systematic empirical analysis of the ways in which various semiotic elements are employed in the game’s main story missions. This analysis of the combinations of multimodal elements across gameplay stages shows the diversity of features that structure our experience of the game and guide us within the open world. In particular, it shows mission-related and gameplay-related instructions as well as the specific result that many of these instructions last until the very end of the game. Along with several other findings, this reveals some new facets of complex mainstream game design.

Place, publisher, year, edition, pages
Berlin: Walter de Gruyter, 2021. p. 259-279
Keywords [en]
video games, semiotic elements, canvas, instructions, gameplay
National Category
Media and Communication Studies
Identifiers
URN: urn:nbn:se:sh:diva-49732DOI: 10.1515/9783110725001-011ISBN: 9783110724912 (print)ISBN: 9783110725001 (electronic)OAI: oai:DiVA.org:sh-49732DiVA, id: diva2:1689831
Available from: 2022-08-24 Created: 2022-08-24 Last updated: 2025-02-11Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full text

Authority records

Stamenković, Dušan

Search in DiVA

By author/editor
Stamenković, DušanWildfeuer, Janina
Media and Communication Studies

Search outside of DiVA

GoogleGoogle Scholar

doi
isbn
urn-nbn

Altmetric score

doi
isbn
urn-nbn
Total: 810 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf