Speaking About and Through Video Games: Towards Verbalizing a New Grammar
The most iconic character in the history of video games, Mario, is famous for his jump. Before knowing the scenario of Super Mario games, their objectives or even their peculiar lore, most players identify Mario with his ability to jump. In effect, many renowned video game characters are recognized...
Saved in:
Main Author: | |
---|---|
Format: | Article |
Language: | deu |
Published: |
Conserveries Mémorielles
2018-10-01
|
Series: | Conserveries Mémorielles |
Subjects: | |
Online Access: | https://journals.openedition.org/cm/3102 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Summary: | The most iconic character in the history of video games, Mario, is famous for his jump. Before knowing the scenario of Super Mario games, their objectives or even their peculiar lore, most players identify Mario with his ability to jump. In effect, many renowned video game characters are recognized through their defining actions: while Mario jumps, Sonic runs, Megaman shoots and Solid Snake hides. Since a number of scholars attempted to verbalize such a common trait, and in doing so constituted a grammar in which verbs define entire games’ structures, this article takes these linguistic tropes at their word by suggesting that the infinitive is the primary form of video game verbs. Relying on the infinitive proves to be fruitful so as to emphasize the player’s means of expression when triggering inputs, but also when not triggering them, that is when verbs constitute dormant potentialities which lie unconjugated on the controller. This work also aims to showcase that video game verbs act as designations, from the player’s inputs to the screen, bringing into relief an oscillating image—one that may be glanced at from a renewed perspective. |
---|---|
ISSN: | 1718-5556 |