André De Oliveira Matumoto
Biographic Data
| ID | 1526035 |
|---|---|
| NAME | André De Oliveira Matumoto |
| GIVEN NAMES | André De Oliveira |
| FAMILY NAME | Matumoto |
| SIGNATURE | MATUMOTO A O |
| AFFILIATIONS | Universidade de São Paulo |
| ORCID | 0000-0003-3544-3576 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
A multimodal approach for video game analysis
This article proposes the concept of Disposition for multimodal video game analysis, focusing on the Japanese Role-Playing Game (JRPG) genre. We conceptualize games as artifacts that orchestrate multiple semiotic modes while simultaneously depending on player volition to activate their semiotic resources. The study is grounded in Systemic-Functional Linguistics (Halliday; Matthiessen, 2014) and its application in multimodal studies (Bateman; Wild…
Multimodalidade em jogo
Nos últimos anos, os estudos tanto em multimodalidade quanto em videogames têm despertado crescente interesse. A despeito disto, a interseção entre ambos foi pouco explorada até o momento (Stamenković; Jaćević, 2019). Com o fito de contribuir para esta interface, neste artigo, objetivamos discutir os videogames em termos multimodais sistêmico-funcionais (Halliday; Matthiessen, 2014). Para tal, elegemos Final Fantasy (Square, 1987) como objeto de …
Social-Semiotic Approach to Color Analysis in Digital Media
This article aims to discuss the study of color from a social-semiotic perspective. The article begins with an overview of Gunther Kress and Theo van Leeuwen’s distinctive feature approach to color in their Grammar of Visual Design (2021) and concludes that the authors base their claims primarily on paintings and print media, which may skew the categories toward analog media. Drawing on color theory, mainly the contributions of Rhyne (2017), this…
Towards a social-semiotic approach to visual analysis of two-dimensional games
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 - 3…
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Towards a social-semiotic approach to visual analysis of two-dimensional games
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 - 3…
Multimodalidade em jogo
Nos últimos anos, os estudos tanto em multimodalidade quanto em videogames têm despertado crescente interesse. A despeito disto, a interseção entre ambos foi pouco explorada até o momento (Stamenković; Jaćević, 2019). Com o fito de contribuir para esta interface, neste artigo, objetivamos discutir os videogames em termos multimodais sistêmico-funcionais (Halliday; Matthiessen, 2014). Para tal, elegemos Final Fantasy (Square, 1987) como objeto de …
Social-Semiotic Approach to Color Analysis in Digital Media
This article aims to discuss the study of color from a social-semiotic perspective. The article begins with an overview of Gunther Kress and Theo van Leeuwen’s distinctive feature approach to color in their Grammar of Visual Design (2021) and concludes that the authors base their claims primarily on paintings and print media, which may skew the categories toward analog media. Drawing on color theory, mainly the contributions of Rhyne (2017), this…
A multimodal approach for video game analysis
This article proposes the concept of Disposition for multimodal video game analysis, focusing on the Japanese Role-Playing Game (JRPG) genre. We conceptualize games as artifacts that orchestrate multiple semiotic modes while simultaneously depending on player volition to activate their semiotic resources. The study is grounded in Systemic-Functional Linguistics (Halliday; Matthiessen, 2014) and its application in multimodal studies (Bateman; Wild…
Semiotics (3 works) · Computer Science (2 works) · Cultural, Media, and Literary Studies (2 works) · Digital Games and Media (2 works) · Epistemology (2 works) · Multimedia Communication and Technology (2 works) · Multimodality (2 works) · Philosophy (2 works) · Video game (2 works) · Art (1 works)