Sculpting Foucauldian power in Game of Thrones as a transmedia project: a systemic functional multimodal discourse analysis

IF 1.2 2区 文学 Q3 COMMUNICATION
Reham Farouk El Shazly, M. E. Falaky, Randa Khalil
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Abstract

This study analyses the textual, visual and interactional modes employed in creating and representing Daenerys Targaryen in both Home Box Office TV show Game of Thrones and mobile game Reigns: Game of Thrones as a transmedia project to guide users’ construal of the notion of embodied power. The authors examine the structural, functional and semiotic elements that the two media orchestrate to represent how power is attained, developed and relinquished. The results indicate that the two texts/media put forward two different kinds of power (relations) and levels of users’ interactivity. The TV show employs a more linear and developmental conception of power characterizing Daenerys as a transferrable object of power while the game underlines a more dispersed and pervasive notion of power to decentre absolute power. The show deploys immersive cinematic representations/visual spectacle, converging/diverging serial narration that goes beyond the opulent mise-en-scène and complex scenes to attract users’ attention. As for the game, it deploys intellectual and emotional interactivity, choice and coherence that allow users to experience the story, mechanics and environment as users identify with Daenerys. While the show introduces a host of socipolitical tools to maintain longer reign as different forms of governmentality, the game characterizes disciplinary power where subjects/users are offered training opportunities under the designer’s gaze to internalize a series of procedures and sociopolitical tactics. The findings reiterate Foucault’s notion of power as a system of relations, a capillary power that circulates and subjectifies, whilst subjects/users are spaces where subtractive and productive power are wielded, enacted and/or resisted. Each medium deploys its semiotic-specific resources to create meaning differently. While the TV show relies heavily on visual resources and narrative techniques to make meaning, the game mobilizes certain verbo-visual and interactive resources to make meaning. With the growing attention given to transmedia projects as a social practice with social meanings, this article claims to offer critical implications for social semioticians, film creators and game designers through a systematic analytical framework with a special focus on visual meanings.
将《权力的游戏》中的福柯式权力塑造为一个跨媒体项目:系统功能性多模态话语分析
本研究分析了家庭票房电视剧《权力的游戏》和手机游戏《统治》在创造和表现丹妮莉丝-坦格利安时所采用的文本、视觉和互动模式:权力的游戏》是一个跨媒体项目,旨在引导用户理解体现权力的概念。作者研究了这两种媒体所协调的结构、功能和符号元素,以表现权力是如何获得、发展和放弃的。结果表明,两种文本/媒体提出了两种不同的权力(关系)和用户互动水平。电视剧采用了一种更具线性和发展性的权力概念,将丹妮莉丝描述为一种可转移的权力客体,而游戏则强调了一种更具分散性和普遍性的权力概念,以削弱绝对权力。该剧采用了身临其境的电影表现手法/视觉奇观、交汇/发散式串联叙事,超越了华丽的场景和复杂的场面,以吸引用户的注意力。至于游戏,它利用智力和情感的互动性、选择性和连贯性,让用户在认同丹妮莉丝的同时体验故事、机制和环境。剧集引入了大量社会政治工具,以维持不同形式的政府性的长期统治,而游戏则体现了纪律权力的特点,在设计师的注视下,主体/用户获得了培训机会,从而内化了一系列程序和社会政治策略。研究结果重申了福柯的概念,即权力是一种关系系统,是一种流通和主体化的毛细管权力,而主体/用户则是挥舞、实施和/或抵制减性和生产性权力的空间。每种媒介都利用其特定的符号资源来创造不同的意义。电视节目主要依靠视觉资源和叙事技巧来创造意义,而游戏则调动某些语言-视觉和互动资源来创造意义。随着跨媒体项目作为一种具有社会意义的社会实践受到越来越多的关注,本文希望通过一个系统的分析框架,特别是对视觉意义的关注,为社会符号学家、电影创作者和游戏设计师提供重要的启示。
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来源期刊
Visual Communication
Visual Communication COMMUNICATION-
CiteScore
3.40
自引率
13.30%
发文量
45
期刊介绍: Visual Communication provides an international forum for the growing body of work in numerous interrelated disciplines. Its broad coverage includes: still and moving images; graphic design and typography; visual phenomena such as fashion, professional vision, posture and interaction; the built and landscaped environment; the role of the visual in relation to language, music, sound and action.
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