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The Birth of Heteroludoglossia from the Dissonant Languages of Videogames
Author(s) -
Tomasz Z. Majkowski
Publication year - 2020
Publication title -
sociologiâ vlasti
Language(s) - English
Resource type - Journals
eISSN - 2413-144X
pISSN - 2074-0492
DOI - 10.22394/2074-0492-2020-3-74-90
Subject(s) - metagaming , narrative , consonance and dissonance , cognitive dissonance , game studies , ideology , game design , adventure , computer science , sociology , linguistics , simultaneous game , psychology , game theory , media studies , social psychology , multimedia , non cooperative game , artificial intelligence , law , political science , politics , philosophy , acoustics , microeconomics , physics , economics
This paper employs Mikhail Bakhtin’s concept of heteroglossia as a frame­work to interpret internal tensions within contemporary digital games. To that end, I propose to acknowledge the multimodal character of entertain­ment software, with audial, visual, haptic, spatiotemporal and systemic elements of a game in constant interaction. But to properly understand said tensions — frequently dubbed “dissonance” in game criticism — it is im­portant to acknowledge the complex multimodal structure of games that attempt to utilize culturally-rooted ways to describe the world, sometimes trying to combine several such ways at once. As a result, ‚game-languages‘ are born: ways to utilize all game components to cover the specificity of certain narrative genres, to explain the nature of the world in terms con­sistent with its ideological stance. Quite often, one game combines several game-languages, and their mutually exclusive ideologies are a source of tension and dissonance. To illustrate the issue, I describe how three pri­mary game-languages of Uncharted 3 — the language of Adventure, the language of Heroics, and the language of the Traditional Game — compete to describe an armed conflict to the player.

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