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Frame Analysis of Digital Games


Article Information

Title: Frame Analysis of Digital Games

Authors: Isma Waseem

Journal: Global Social Sciences Review (GSSR)

HEC Recognition History
Category From To
Y 2024-10-01 2025-12-31
Y 2023-07-01 2024-09-30
Y 2022-07-01 2023-06-30
Y 2021-07-01 2022-06-30
Y 2020-07-01 2021-06-30

Publisher: Humanity Publications

Country: Pakistan

Year: 2024

Volume: 9

Issue: 3

Language: English

DOI: 10.31703/gssr.2024(ix-iii).10

Categories

Abstract

<jats:p>Despite the ubiquitous use of digital games, there is lack of scholarship on the use of framing in the narrative of digital games. Like other media, the games inevitably frame the issues in their narrative. Digital games are multifaceted where gameplay dynamics and narrative elements coalesce and create an immersive experience for the player. Owing to this interactive nature, a holistic operational analytical model, combining Nygren et al. (2022) and Entman (2018) approach for frame analysis has been adapted. The study investigated the functions of framing at the level of words, phrases and sentences as well as analysed game mechanics, rules, aesthetics, story, and characterization for framing. The results revealed that through framing the narrative of the games gained a distinct perspective and exhibited explicit ideological standings. This paper highlights that digital games are a rich site of inquiry for rhetorical methods and communication processes inherent to this digital artifact.</jats:p>


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