The use of typography in gaming interfaces: a multimodal reading
DOI:
https://doi.org/10.5007/1807-9288.2020v16n1p266Abstract
Technological advances and their consequences in social life have promoted new forms of access to reading, making possible new social practices. These practices are carried out through new means of communication, such as applications, social networks, games, among others. This article analyzes the use of typography present in the interfaces of digital games and promotes an analysis of the multimodal reading, based on Grammar of Visual Design, by Kress and van Leeuwen (2006). We approach multimodality (KRESS; VAN LEEUWEN, 2006), multiliteracies (THE NEW LONDON GROUP, 1996), digital games (GEE, 2003) and typography (VAN LEEUWEN, 2006) as theoretical support for this study. In order to analyze the contribution of typography and multimodality in the reading process of digital games, we investigated game screenshots that contain dialogues during the gameplay. We can observe through typography and imagery analysis the contribution of semiotic resources and their communicative potential in games, providing a multimodal reading, assigning meaning and communicative power to aspects that go beyond the verbal text.References
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