A multimodal approach for video game analysis: the concept of Dispositions Applied to Japanese Role-Playing Games (JRPGs)

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DOI:

https://doi.org/10.21165/el.v54i3.3915

Abstract

This article proposes the concept of Disposition for multimodal video game analysis, focusing on the Japanese Role-Playing Game (JRPG) genre. We conceptualize games as artifacts that orchestrate multiple semiotic modes while simultaneously depending on player volition to activate their semiotic resources. The study is grounded in Systemic-Functional Linguistics (Halliday; Matthiessen, 2014) and its application in multimodal studies (Bateman; Wildfeuer; Hiippala, 2017), to which we incorporate some perspectives from Game Studies (Fernández-Vara, 2015; Jørgensen, 2013; Sicart, 2008). This integrated framework provides methods and categories for demonstrating the productivity of the Disposition concept in video game analysis. To illustrate this approach, we analyzed the Battle Disposition in the Action-JRPG Summon Night: Swordcraft Story (Flight-Plan, 2003), one of the six defining Dispositions in JRPGs.
Keywords: systemic-functional linguistics; multimodality; game studies; Japanese role-playing games.

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Veröffentlicht

2026-03-10

Zitationsvorschlag

Matumoto, A. (2026). A multimodal approach for video game analysis: the concept of Dispositions Applied to Japanese Role-Playing Games (JRPGs). Estudos Linguísticos (São Paulo. 1978), 54(3), 663–684. https://doi.org/10.21165/el.v54i3.3915

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