MULTIMEDIA GAMEWORLDS

Research on Digital Games, Multimedia Semiotics, and Timescales

 

Since 2004, the newest direction in my research on multimedia semiotics has been the investigation of digital (i.e. computer- and video console- based) games, primarily high-end interactive-immersive 3D games. These games represent the frontier of multimedia semiotics, and the most relevant application of new multimedia technologies for education because of their successful adoption in a wide consumer market. My interest is not just in the semiotics of individual gameworlds, but in 'intertextual' meaning effects across games, and particularly across transmedia franchises that link games with books, films, merchandise, websites, etc. Across this wide range of timescales for meaning making and for production, circulation, and use of these media, we also need to be concerned with the political economy of identity markets within which the media produce their individual and social effects.

Games, Transmedia Franchises, & the New Cultural Order. Critical Discourse Analysis Conference (Valencia 2004).

Place, Pace, and Meaning: Multimedia Chronotopes. In Norris & Jones (2005).

Investigating Interactive-Immersive Worlds. Research proposal, 2005. (under revision)

 

NB. For citations to published and in-press items above, please see Bibliography.