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COMPOSITIONAL FEATURES OF VIDEO GAME TEXTS DURING THE PERIOD OF 1970-1982
Author(s) -
Yu.A. Perfilov
Publication year - 2020
Publication title -
vestnik udmurtskogo universiteta. istoriâ i filologiâ
Language(s) - English
Resource type - Journals
eISSN - 2413-2454
pISSN - 2412-9534
DOI - 10.35634/2412-9534-2020-30-5-853-858
Subject(s) - video game , period (music) , context (archaeology) , narratology , computer science , composition (language) , multimedia , appeal , game studies , computer game , subtitle , game mechanics , linguistics , narrative , artificial intelligence , history , art , aesthetics , law , political science , philosophy , archaeology , operating system
The article discusses the compositional features of the texts of games of various genres, presented on the Western market in the period of 1970-1982. The appeal to the topic of computer games is due to the fact that in domestic linguistics the texts of video games have been little studied at the moment, but in other branches of the humanities there is an active study of games in various aspects of science. Various points of view on the relative understanding of the game and the term “game” are presented in the context of philosophy, linguistics; methods for studying the texts of computer games, directions such as narratology and ludology and their differences are characterized. The topic of the direct dependence of the text of a video game on technological progress is touched upon: the placement of text inside the game or on other sources of information. On the material of such types of texts of video games as an interface, code, instructions, brochure, subtitle, etc., their compositional features are described.

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