masoud kousari; Saied Bashir Hosseini; Arian Taheri; Masoud Alidadi
Abstract
Relation between logic and computer games can be investigated in two fields: 1. applying logic in design and generating computer games. 2. Applying logic in perceiving and using computer games. According to our media analytical approach, we focused on second field of relation between logic and computer ...
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Relation between logic and computer games can be investigated in two fields: 1. applying logic in design and generating computer games. 2. Applying logic in perceiving and using computer games. According to our media analytical approach, we focused on second field of relation between logic and computer games which is oriented to communicative and media analysis of computer games. Although Logical axioms almost are hidden behind of audiovisual, procedural and narrative attractiveness of computer games, they have essential importance in case of how user perceive and conspire world of a given game. Binary logic in computer games almost appear in structural contradictive duals which are schemed in triple textual layers of computer games. Accordingly, we utilize theoretical framework of semiology and structural linguistics in order to analyzing these structural contradictive duals. Hence, along with make use of collective case study approach to textual analysis, we draw on “stratificational semiotics” methodological foundation to segregating textual layers in computer games. To achieving the goal of preparing deeper understanding of applying binary logic in order to realizing media function of computer games, especially serious games, different types of applying binary logic systems were studied and categorized through analyzing structural contradictive duals in triple textual layers (Signal, Narrative and Procedural) of four serious games (Global Conflicts: Palestine, McDonald’s videogame, Amnesty the game, Peacemaker). In result, we categorize three types of applying binary logic in the four case studies.
Arian Taheri; Saied Bashir Hosseini
Abstract
In this article we suggest three theoretical realms to media literacy studies based on the three dimensional concept of media in Klaus Bruhn Jensen’s definition. After that, we develop the concept of computer games literacy corresponding to the three realms of media literacy. In Jensen’s ...
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In this article we suggest three theoretical realms to media literacy studies based on the three dimensional concept of media in Klaus Bruhn Jensen’s definition. After that, we develop the concept of computer games literacy corresponding to the three realms of media literacy. In Jensen’s definition, concept of “media” understand in three distinct levels: The first level is related to material and technological sense of media; second level is related to close examination on communicating potentials of media; and finally third level is related to social and institutional sense of media. Media literacy in framework of these three levels of media concept, gain distinct realms of detailed ideas for different kind of researches and studies. As a result, we suggest that “computer games literacy” has triple realms corresponding to three theoretical realms of “media literacy”. According to this receipt, we evaluate "Amnesty the Game" in the second part of the article from the perspective of triple realms of “computer games literacy”. Case Study of "Amnesty the Game" showed, how discursive means of the text reproduced in synergistic form in all of the three levels of media concept. This game practiced to expand the knowledge generated by user interaction with the virtual world of the text to the real and historical world through utilizing communicative strategies as: establishing somehow interactive communication with user; linking the virtual identity of the user in the world of the game with his virtual identity on Facebook as a social network.