Jason Hawreliak
Biographic Data
| ID | 769870 |
|---|---|
| NAME | Jason Hawreliak |
| GIVEN NAMES | Jason |
| FAMILY NAME | Hawreliak |
| SIGNATURE | HAWRELIAK J |
| AFFILIATIONS | Brock University |
| VERIFIED | No |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 2 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
What’s gained and lost in video-mediated communication
By: Jason Hawreliak ARTICLE INFO: Volume: 10 Issue: 01:Summer 2024 ISSN: 2459-2943 DOI: 10.18680/hss.2024.0013 Pages: 243-247 Lic.: CC BY-NC-ND 4.0 Maria Grazia Sindoni, 2023 Multimodality and Translanguaging in Video Interactions Cambridge University Press, 2023, 94 pages, $24.95 (pbk) ISBN 9781009286923 Download full text: PDF
Meaning in motion
Videogames are a semiotically rich medium, capable of utilizing virtually all modes of human expression (Ensslin 2012; Hawreliak 2018). Furthermore, they rely heavily on visual signification practices and have historically been the leading driver of advances in graphical technologies. This makes them ideal objects of study when examining animation trends, techniques, and representational practices. In this paper, we propose a novel methodological…
The semiotics of social justice
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 al…
Multimodal Semiotics and Rhetoric in Videogames
This book merges recent trends in game studies and multimodal studies to explore the relationship between the interaction between videogames’ different modes and the ways in which they inform meaning for both players and designers. The volume begins by laying the foundation for integrating the two disciplines, drawing upon social semiotic and discourse analytic traditions to examine their relationship with meaning in videogames. The book uses a w…
The semiotics of social justice
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 al…
Multimodal Semiotics and Rhetoric in Videogames
This book merges recent trends in game studies and multimodal studies to explore the relationship between the interaction between videogames’ different modes and the ways in which they inform meaning for both players and designers. The volume begins by laying the foundation for integrating the two disciplines, drawing upon social semiotic and discourse analytic traditions to examine their relationship with meaning in videogames. The book uses a w…
The semiotics of social justice
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 al…
What’s gained and lost in video-mediated communication
By: Jason Hawreliak ARTICLE INFO: Volume: 10 Issue: 01:Summer 2024 ISSN: 2459-2943 DOI: 10.18680/hss.2024.0013 Pages: 243-247 Lic.: CC BY-NC-ND 4.0 Maria Grazia Sindoni, 2023 Multimodality and Translanguaging in Video Interactions Cambridge University Press, 2023, 94 pages, $24.95 (pbk) ISBN 9781009286923 Download full text: PDF
Meaning in motion
Videogames are a semiotically rich medium, capable of utilizing virtually all modes of human expression (Ensslin 2012; Hawreliak 2018). Furthermore, they rely heavily on visual signification practices and have historically been the leading driver of advances in graphical technologies. This makes them ideal objects of study when examining animation trends, techniques, and representational practices. In this paper, we propose a novel methodological…
Artificial Intelligence in Games (3 works) · Digital Games and Media (3 works) · Sociology (3 works) · Aesthetics (2 works) · Art (2 works) · Computer Science (2 works) · Linguistics (2 works) · Multimodality (2 works) · Narrative Theory and Analysis (2 works) · Psychology (2 works)