364 Gaminguistics: Proposing a Framework on The
Journal of Social Studies Education Research Sosyal Bilgiler Eğitimi Araştırmaları Dergisi 2019:10 (3),364-386 www.jsser.org Gaminguistics: Proposing a Framework on the Communication of Video Game Avatars Giyoto Giyoto1, SF. Luthfie Arguby Purnomo2, Lilik Untari3, SF. Lukfianka Sanjaya Purnama4 & Nur Asiyah5 Abstract This study attempts to construct a communication framework of video game avatars. Employing Aarseth’s textonomy, Rehak’s avatar’s life cycle, and Lury’s prosthetic culture avatar’s theories as the basis of analysis on fifty-five purposively selected games, this study proposes ACTION (Avatars, Communicators, Transmissions, Instruments, Orientations and Navigations). Avatars, borrowing Aarseth’s terms, are classifiable into interpretive, explorative, configurative, and textonic with four systems and sub classifications for each type. Communicators, referring to the participants involved in the communication with the avatars and their relationship, are classifiable into unipolar, bipolar, tripolar, quadripolar, and pentapolar. Transmissions, the ways in which communication is transmitted, are classifiable into restrictive verbal and restrictive non-verbal. Instruments, the graphical embodiment of communications, are realized into dialogue boxes, non-dialogue boxes, logs, expressions, movements and emoticons. Orientations, the methods the game spatiality employs to direct the movement of the avatars, are classifiable into dictative and non-dictative. Navigations, the strategies avatars perform regarding with the information saving system of the games, are classifiable into experimental and non-experimental. Departing from this ACTION, analysts are able to employ this formula as an approach to reveal how the avatars utilize their own ‘linguistics’ to communicate, out of the linguistics benefited by humans. Keywords: framework of communication, game avatars, game studies, video games, prosthetic culture.
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