The Semiotics of Toys and Games

The Semiotics of Toys and Games
Author: Theo van Leeuwen
Publisher: Bloomsbury Publishing
Total Pages: 233
Release: 2024-10-17
Genre: Language Arts & Disciplines
ISBN: 1350324906

Drawing on extensive research over more than two decades, this book focuses on toys and games as resources for play. It analyses their functionalities as well as their symbolic meaning potentials, exemplifying how they are used in different contexts, such as home and preschool, and how these uses are regulated by parental, pedagogic and marketing discourses. Building on the work of semioticians such as Barthes, Baudrillard and Krampen, as well as on the social semiotics of Halliday, Hodge, Kress, and others, the book introduces a framework for the multimodal semiotic analysis of physical objects, and the ways in which they are digitally translated into words, images and sounds. It also introduces a multimodal framework with a focus on designs for and in learning. It then applies these frameworks to a range of toys and games for young children including teddy bears, dolls, construction toys, war toys and digital games. Throughout it shows how the toy and games industry contributes to changing the nature of childhood and the way children learn about the world. Accessibly written, the book will not only be relevant to students and scholars of multimodality and semiotics, but also to early childhood educators and parents of young children.

The Semiotics of Toys and Games

The Semiotics of Toys and Games
Author: Theo van Leeuwen
Publisher: Bloomsbury Publishing
Total Pages: 369
Release: 2024-10-17
Genre: Language Arts & Disciplines
ISBN: 1350324914

Drawing on extensive research over more than two decades, this book focuses on toys and games as resources for play. It analyses their functionalities as well as their symbolic meaning potentials, exemplifying how they are used in different contexts, such as home and preschool, and how these uses are regulated by parental, pedagogic and marketing discourses. Building on the work of semioticians such as Barthes, Baudrillard and Krampen, as well as on the social semiotics of Halliday, Hodge, Kress, and others, the book introduces a framework for the multimodal semiotic analysis of physical objects, and the ways in which they are digitally translated into words, images and sounds. It also introduces a multimodal framework with a focus on designs for and in learning. It then applies these frameworks to a range of toys and games for young children including teddy bears, dolls, construction toys, war toys and digital games. Throughout it shows how the toy and games industry contributes to changing the nature of childhood and the way children learn about the world. Accessibly written, the book will not only be relevant to students and scholars of multimodality and semiotics, but also to early childhood educators and parents of young children.

Toys and Communication

Toys and Communication
Author: Luísa Magalhães
Publisher: Springer
Total Pages: 314
Release: 2017-10-14
Genre: Social Science
ISBN: 1137591366

There are few scholarly books about toys, and even fewer that consider toys within the context of culture and communication. Toys and Communication is an innovative collection that effectively showcases work by specialists who have sought to examine toys throughout history and in many cultures, including 1930’s Europe, Morocco, India, Spanish art of the 16th-19th centuries. Psychologists stress the importance of the role of toys and play in children’s language development and intellectual skills, and this book demonstrates the recurrent theme of the transmission of cultural norms through the portrayal, presentation and use of toys. The text establishes the role of toy and play park design in eliciting particular forms of play, as well as stressing the child’s use of toys to ‘become’ more adult. It will be beneficial for courses in education, developmental psychology, communications, media studies, and toy design.

Games are not

Games are not
Author: David Myers
Publisher: Manchester University Press
Total Pages: 180
Release: 2017-08-15
Genre: Games & Activities
ISBN: 1526121662

How do we reconcile a videogame industry's insistence that games positively affect human beliefs and behaviors with the equally prevalent assumption that games are “just games”? How do we reconcile accusations that games make us violent and antisocial and unproductive with the realization that games are a universal source of human joy? In Game are not, David Myers demonstrates that these controversies and conflicts surrounding the meanings and effects of games are not going away; they are essential properties of the game's paradoxical aesthetic form. Games are not focuses on games writ large, bound by neither digital form nor by cultural interpretation. Interdisciplinary in scope and radical in conclusion, Games are not positions games as unique objects evoking a peculiar and paradoxical liminal state – a lusory attitude – that is essential to human creativity, knowledge, and sustenance of the species.

The Shared Space of Play

The Shared Space of Play
Author: Francesca Berti
Publisher: LIT Verlag
Total Pages: 202
Release: 2023-07-10
Genre: Education
ISBN: 3643962312

The similarities between traditional games in different regions of the world, from past to present, arouse both awe and curiosity. The playful - yet educational - discovery of these practices offers the opportunity to observe the experience of play as a space for similarities between cultures. When research on play conducted with children is enriched by the recollections of play from parents and grandparents, especially in the context of a multicultural classroom, a choral narrative emerges, laying down the basis for intercultural education. Children discover the 'shared space of play', where they can meet and relish, together with teachers, the richness of cultural diversity, and also learn more about prejudice and Othering processes.

The Semiotics of Architecture in Video Games

The Semiotics of Architecture in Video Games
Author: Gabriele Aroni
Publisher: Bloomsbury Publishing
Total Pages: 249
Release: 2022-09-08
Genre: Literary Criticism
ISBN: 1350152331

Video games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the architecture of video games, the buildings, roads and cities in which gamers play out their roles. Examining both the aesthetic aspects and symbolic roles of video game architecture as they relate to gameplay, Gabriele Aroni tackles a number of questions, including: - How digital architecture relates to real architecture - Where the inspiration for digital gaming architecture comes from, and how it moves into new directions - How the design of virtual architecture influences gameplay and storytelling. Looking at how architecture in video games communicates and interacts with players, this book combines semiotics and architecture theory to display how architecture is used in a variety of situations, with different aims and results. Using case studies from NaissanceE, Assassin's Creed II and Final Fantasy XV, The Semiotics of Architecture in Video Games discusses the techniques used to create successful virtual spaces and proposes a framework to analyse video game architecture, ultimately explaining how to employ architectural solutions in video games in a systematic and effective way.

The Place of Play

The Place of Play
Author: Maaike Lauwaert
Publisher: Amsterdam University Press
Total Pages: 160
Release: 2009
Genre: Social Science
ISBN: 9089640800

A fascinating, eclectic analysis of the changing geographies of play in contemporary society.

Introduction to Peircean Visual Semiotics

Introduction to Peircean Visual Semiotics
Author: Tony Jappy
Publisher: Bloomsbury Publishing
Total Pages: 241
Release: 2013-01-17
Genre: Language Arts & Disciplines
ISBN: 1441132899

Contemporary culture is as much visual as literary. This book explores an approach to the communicative power of the pictorial and multimodal documents that make up this visual culture, using Peircean semiotics. It develops the enormous theoretical potential of Peirce's theory of signs of signs (semiotics) and the persuasive strategies in which they are employed (visual rhetoric) in a variety of documents. Unlike presentations of semiotics that take the written word as the reference value, this book examines this particular rhetoric using pictorial signs as its prime examples. The visual is not treated as the 'poor relation' to the (written) word. It is therefore possible to isolate more clearly the specific constituent properties of word and image, taking these as the basic material of a wide range of cultural artefacts. It looks at comic strips, conventional photographs, photographic allegory, pictorial metaphor, advertising campaigns and the huge semiotic range exhibited by the category of the 'poster'. This is essential reading for all students of semiotics, introductory and advanced.

Semiotics of Drink and Drinking

Semiotics of Drink and Drinking
Author: Paul Manning
Publisher: A&C Black
Total Pages: 258
Release: 2012-05-31
Genre: Language Arts & Disciplines
ISBN: 1441137742

A comparative study of how drinks and drinking, as embodied semiotic and material forms, mediate modern social life.

Semiotics and Visual Communication II

Semiotics and Visual Communication II
Author: Evripides Zantides
Publisher: Cambridge Scholars Publishing
Total Pages: 293
Release: 2018-04-18
Genre: Design
ISBN: 1527509761

The chapters in this book consist of selected papers that were presented at the 2nd International Conference and Poster Exhibition on Semiotics and Visual Communication at the Cyprus University of Technology in October 2015. They investigate the theme of the Conference, Culture of Seduction [the seduction of culture] and look at Seduction as in “deception”, not sexual enticement, but as a mechanism of attraction and appeal which has often been the case in many communication strategies and approaches used by mass and popular culture. Seduction has historic and increasing agency in visual communication—the urgency to entice viewers is ever more powerful in difficult economic times, in an increasingly hyper-real world – and designers are led to become exceedingly complicit in its strategies. The contributions here cover a range of approaches from theoretical aspects of seduction in verbal and nonverbal communication, public spaces, design and meaning, seductive strategies, and advertising design, as well as fashion representations and packaging design.