M2 Overview

Games as Semiotic Domains

This module introduces "semiotic domains," i.e., social spaces where knowledge is co-constructed and meaning is defined by social agreement.

Beginning with a discussion of the way in which videogames present players with meanings and patterns to be discovered, it continues with understanding how those patterns are meant to manipulate our behavior (a critical perspective of the meanings in the game) becomes a central aspect of playing.

This module concludes with an analysis of the way in which the interpretation of these meanings plays out in the videogame violence controversy.

At the completion of this Module, you will be able to:

Module Two Activity Checklist

Open the Learning Activity Checklist (pdf).

The Checklist can be saved to your local drive by clicking Save Save button on the toolbar. As you complete Module Assignments, check them off on this electronic copy. Alternatively, you can print a copy to complete.

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