The Social Discourse of Video Games Analysis Model and Case Study
Gta Iv
Bibliographic Data
| ID | 2409554 |
|---|---|
| Authors | Óliver Pérez Latorre (Universitat Pompeu Fabra, corresponding author) |
| Year | 2015 |
| Volume | 10 |
| Issue | 5 |
| Pages | 415-437 |
| Publication date | 2015-09-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412014565639 |
| OpenAlex | W2089486070 |
| Language | EN |
| Citations received | 20 |
| References cited | 21 |
Given the increasing importance of video games in the configuration of the collective imaginary, it is beneficial to understand the discursive potential of popular video games that convey social worlds. This article proposes studying the social discourse of video games by analyzing the relationships between game design, the transmission of ideological values, and the construction of social reality. With this aim, an analysis model is constructed based on game design theory and studies of the expressive potential of video games. This model is based on the following three facets of the video game discourse: (1) the representation of the character/player, (2) the game world, and (3) the main actions carried out in it. The fundamental resources of the ludic design and their expressive value are discussed in depth for each aspect. The model is applied to a case study of Grand Theft Auto IV
Game art design · Game design · Game mechanics · Game studies · Ideology · Multimedia · Politics · Representation (politics · Video game · Video game design · Artificial Intelligence in Games · Computer Science · Digital Games and Media · Media, Gender, and Advertising · Artificial Intelligence
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| Unique citing works | 20 |
|---|---|
| Citations per year | 1,82 |
| Citation span | 2015 - 2025 (11) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 20 |