An investigation on discourse structure of video games tutorials: A case in multimodal discourse analysis
Main Article Content
Abstract
Multimodal discourse analysis is a new study in discourse studies to study text combined with images, colors, symbols, and other semiotic sources. The message and the semiotic assets are utilized to address meaning. Hence, a semiotic methodology is utilized to concentrate on the implied importance of the text, pictures, and varieties utilized. In this review, a multimodal semiotics approach is utilized to look at pictures, varieties, and text on video games instructional exercises. The pictures and varieties were broken down utilizing Kress and Leeuwen's perusing picture hypothesis, while the text as an impression of the truth was examined utilizing seven structure task hypothesis from James Paul Gee. This study presumes that in the utilization of varieties, pictures, musics and messages contain a specific implying that watchers can decipher as per the truth introduced in the computer games instructional exercises
Downloads
Article Details
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
This open-access article is distributed under a Creative Commons Attribution (CC-BY) 4.0 license.
You are free to: Share — copy and redistribute the material in any medium or format. Adapt — remix, transform, and build upon the material for any purpose, even commercially. The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
No additional restrictions You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
How to Cite
References
Aarseth, E. (2014). Ludology. In: Wolf, M.J.P., Perron, B. (Eds.), The Routledge Companion to Video Game Studies. Routledge, London, pp. 185–189
Anstey, M., & Bull, G. (2019). Helping teacher to explore multimodal texts. Curriculum and Leadership Journal, (Online), 8 (16), 103-110.
Bateman, J.A. and Wildfeuer, J. (2014). A multimodal theory of visual narrative. J. Pragmat. 74, 180–208. https://doi.org/10.1016/j.pragma.2014.10.001.
Cahyaningati (2018) ‘The use of multimodal text in enhancing engineering students’ reading skill.’, International Journal of Language Education, 3(1), pp. 65–73. Available at: https://doi.org/10.26858/ijole.v2i2.6360.
Culache, O., & Obadă, D. R (2014) ‘Multimodality as a Premise for Inducing Online Flow on a Brand Website: A Social Semiotic Approach. No Title’, in Procedia - Social and Behavioral Sciences, pp. 261–268.
Culache, O., & Obadă, D. R. (2014) ‘Multimodality as a Premise for Inducing Online Flow on a Brand Website: A Social Semiotic Approach’, in Procedia - Social and Behavioral Sciences, pp. 261–268. Available at: https://doi.org/10.1016/j.sbspro.2014.08.227
Herman, van Thao, N., and Purba, N. A. (2021). Investigating Sentence Fragments in Comic Books: A Syntactic Perspective. World Journal of English Language, Vol. 11, No. 2. PP. 139-151. DOI: https://doi.org/10.5430/wjel.v11n2p139
Herman, H., Purba, R., Sijabat, P. A., Saputra, N., Muhammadiah, M., & Thao, N. V. (2022). Investigating the Realization of Speech Function in a Speech through Systemic Functional Linguistics Perspective. Script Journal: Journal of Linguistics and English Teaching, 7(01), 31-41. https://doi.org/10.24903/sj.v7i01.917
Herman, H., Rafiek, M., Agustina, T., Saddhono, K., Malabar, S., Saputra, N., and Purba, R. (2023). Exploring the metafunctions to improve EFL learners’ writing ability in the perspective of systemic functional linguistics. Research Journal in Advanced Humanities, 4(2), 87-100. DOI: https://doi.org/10.58256/rjah.v4i2.1195
Herman, H., Saputra, N., Sitanggang, A., Sirait, J. & Fatmawati, E. (2024). Discourse analysis: A reference approach to investigating a good speech script. International Journal of English Language and Literature Studies, 13(2), 109–122. https://doi.org/10.55493/5019.v13i2.5001
Hodent, C. (2018). The Gamer’s Brain: How Neuroscience and Ux Can Impact Video Game Design. CRC Press, Boca Raton, FL. https://doi.org/10.1201/9781315154725.
Juul, J. (2011). Half-real: Video games between real rules and fictional worlds. The MIT press, Cambridge, MA.
Kress, G., & van Leeuwen, T. (2016) ‘Reading Images The Grammar of Visual Desing.’, New York: Routledge, 2. Available at: https://doi.org/10.1017/CBO9781107415324.004.
Meneses (2018) ‘The effects of multimodal texts on science reading comprehension in Chilean fifth-graders: Text scaffolding and comprehension skills.’, International Journal of Science Education, 40(18). Available at: https://doi.org/10.1080/09500693.2018.1527472.
Murica (2018) ‘Interactive and multimodal pedagogy: A case study of how teachers and students use interactive whiteboard technology in primary science.’, Australian Journal of Education, 58(1), pp. 74–88. Available at: https://doi.org/10.1177/0004944113517834%0A.
Neamah, H. K. (2023). Multimodality as an Approach to Video Games Advertisement. Kurdish Studies, 11(02), 1175-1180. DOI: https://doi.org/10.58262/ks.v11i02.081
Ngongo, M., Maromon, E., Loba, D., and Herman. (2022). A systemic functional linguistics analysis of text transitivity of Mathew Gospel, New Testament of Kupang Malay. World Journal of English Language, 12(5), 188-201. DOI: 10.5430/wjel.v12n5p188
Prasetio, A. (2019) ‘Management Analysis Journal Pengaruh Kualitas Pelayanan dan harga terhadap Kepuasan Pelanggan’, Management Analysis Journal, 1(4), pp. 1–8. Available at: http://journal.unnes.ac.id/sju/index.php/maj.
Purba, R., Sibarani, B., Murni, S. M., Saragih, A., and Herman. (2022). Conserving the Simalungun Language Maintenance through Demographic Community: The Analysis of Taboo Words Across Times. World Journal of English Language, Vol. 12, No. 1. PP. 40-49. DOI: https://doi.org/10.5430/wjel.v12n1p40
Purba, R., Fatmawati, E., Herman, H., Widodo, A., Risdianto, F., A, F., and Saputra, N. (2023a). Sociolinguistic analysis of language and gender identity in talk shows. Research Journal in Advanced Humanities, 4(1), 33-43. DOI: https://doi.org/10.58256/rjah.v4i1.1216
Purba, A., Purba, R., Herman, H., Sinurat, B. and Nainggolan, P. N. (2023b). Identifying Turn-Taking Strategies in Toba Batak Wedding Traditional “Mangulosi”: A Case on Conversation Analysis. Research Journal in Advanced Humanities, 4(4). https://doi.org/10.58256/8tvsk791
Purnaningwulan, R. D. (2015). Hubungan terpaan iklan televisi produk revlon dengan motivasi konsumen wanita dalam melakukan pembelian produk di mall Surabaya. Commonline Departemen Komunikasi, 4(2), 56-68
Rambe, R. . (2019) Analysis Multimodal In School. Edited by Cendekia Press. Jakarta.
Rouse, R. (2005). Game Design: Theory & Practice, second ed. Wordware Publishing, Inc, Plano, TX. Illustrations by Steve Ogden.
Sari, S. . (2020) ‘Analisis Multimodal’, Journal Of Reflection : Ekonomic, Accounting, Management Business, 3, pp. 291–300. Available at: https://doi.org/10.5281/zenodo.3930698.
Sihombing, P. S. R., Herman., & Saputra, N. (2022). How to teach English conversation? An
implementation of a multimodal discourse analysis through images. English Review: Journal of English Education, 10(2), 431-438. https://doi.org/10.25134/erjee.v10i2.6244
Sugiyono (2017) Metode Penelitian Kuantitatif, kualitatif dan R&D. Bandung: Alfabeta.
Van Thao, N., Herman, Napitupulu, E. R., Hien, N. T., and Pardede, H. (2021). Code-Switching in Learning via Zoom Application: A Study in an EFL Context. Asian ESP Journal, Volume 17 Issue 3.1, March 2021, ISSN: 2206-0979, PP. 91-111
Wildfeuer, J. and Stamenkovic, D. (2020). Multimodale Forschungsperspektiven auf Computerspiele. In: Engelns, M., Voßkamp, P. (Eds.), OBST 96/2020. Sprechende Pixel-Computerspielphilologie in Schule und Hochschule. Universitätsverlag Rhein-Ruhr, Duisburg, pp. 7–28.
Wildfeuer, J. and Stamenkovic, D. (2022). The discourse structure of video games: A multimodal discourse semantics approach to game tutorials. Language & Communication, 82, January 2022, 28-51. https://doi.org/10.1016/j.langcom.2021.11.005
X Pan (2020) ‘An empirical study of application of multimodal approach to teaching reading in EFL in senior high school.’, International Journal of Emerging Technologies in Learning, 15(2), pp. 98–111. Available at: https://doi.org/10.3991/ijet.v15i02.11267