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      Notes on the Narratological Approach to Board Games

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          Abstract

          Nowadays game studies are in the foreground of cultural and communication debates. Even if video games are strongly studied in semiotics, play is a wide field of study with many areas still unexplored. The area that this paper aims to explore concerns board games and it focuses on the relationship between game and narration and the role of a game’s intertextual dimension from a semiotic point of view. Semiotic tools that have been used include the Greimasian narrative sequence (a structuralist point of view that fits very well with the rigid, explicit grammaticalization of board games) and Génette's narratology, unavoidable for every reflection on intertextuality. Last, but not least, cultural semiotics, based on Jurij Lotman's works, offers a valuable asset for understanding the enveloping and organic structure that surrounds games. The research proceeds to focus on some case studies of three ancient board games - chess, backgammon, and mancalas - underlining their common traits and differences. The paper shows that the structure of board games is very similar to the structure of the Greimasian narrative sequence, but they rather form a hybrid narration in which the player has a primary importance. Moreover, we see that games constantly retrieve sense from different kinds of other texts depending on the culture and society in which the game is played. The aim of this research is not to propound a complete theory, but rather to indicate a possible path to follow, between many, that could be a valuable resource in the exploration and the understanding of play.

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          First Steps towards a Unified Theory for Interactive Digital Narrative

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            Semiotics and Cartomancy: Tartu-Moscow Semiotic School Legacy

            This paper aims to reconstruct the fortune of the semiotic analysis of cartomancy, considered as a proper semiotic system, focusing in particular on the point of view of Tartu-Moscow School of Semiotics (TMS). TMS, founded by the renowned semiotician Yuri Lotman, offers one of the most interesting semiotic approaches to culture and communication yet is still partially ignored in the West with the exception, of course, of its founder. Many TMS scholars approached cartomancy not only as an interesting cultural phenomenon but as a case study allowing them to test analytic tools that fit for many different forms of communication. Cartomancy is, at the same time, a quite simple semiotic system and a very sophisticated cultural phenomenon; this makes it a very useful object of study, allowing us to manipulate an entire (and rich) language while looking for the basic workings of all kinds of communication. The article will show how TMS analysis of cartomancy has already been quite productive and has had a few entails as well as how these analyses could help us to reach a better understanding of play, which is one of the biggest challenges that communication studies are facing today.
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              Author and article information

              Journal
              KOME: An International Journal of Pure Communication Inquiry
              Hungarian Communication Studies Association
              01 December 2016
              : 4
              : 2
              : 74-81
              Article
              a0880ef9f9564d21926a320f4f9fad5a
              10.17646/KOME.2016.26
              5ceeec1d-d36f-4bab-9c62-113db63efd3f

              This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

              History
              Categories
              Communication. Mass media
              P87-96

              Political & Social philosophy,General social science,Theoretical frameworks and disciplines,Communication & Media studies
              Semiotics,Game,Narrative,Intertextuality

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