Videoludic Discourse and Transhumanism in SOMA
Article Sidebar
Google Scholar citations
Main Article Content
In this work, we perform an analysis of the videoludic discourse in SOMA (2015), selected because of its high diegetic, philosophical and, ultimately, discoursive degree. The ideas about the ethics of transhumanism and human awareness that it suggests are studied as part of a larger discourse: the moral limits of science and technology. In this way, we offer a theoretical framework in which the discoursive potentiality of video games is pointed out in correlation with the narrative depth. In particular, we advocate for a conception of video games as electronic multimodal discourses, in such a way that, to analyze a videoludic discourse, we must consider the different multisemiotic elements of which it consists and not only the text (which would result in a biased or limited analysis). We take presuppositions from narratology as a point of departure and we propose seven discoursive indicators that canalize the multimodal discourse of SOMA: diegetic chronotopes, metamorphic narrative elements, optional narrative elements, actants with ceasing power, dialogues, moral choices and the survey. It is concluded that video games, insomuch as they are “affective systems”, promote the representation and the subsequent transmission of complex human feelings (such as those derived from transhumanism) that should be studied by means of a multimodal discourse analysis which pays attention to the different semiotic components that comprise video games.
Article Details
This work is licensed under a Creative Commons Attribution 4.0 International License.
(c) Álvaro Pina Arrabal, 2021
Copyright
For all articles published in Artnodes that are subject to a Creative Commons Attribution 4.0 International licence, copyright is retained by the author(s). The complete text the license can be consulted at http://creativecommons.org/licenses/by/4.0/. You may copy, distribute, transmit and adapt the work, provided you attribute it (authorship, journal name, publisher) in the manner specified by the author(s) or licensor(s).
Authors are responsible for obtaining the necessary licences for the images that are subject to copyright.
Assignment of intellectual property rights
The author non exclusively transfers the rights to use (reproduce, distribute, publicly broadcast or transform) and market the work, in full or part, to the journal’s editors in all present and future formats and modalities, in all languages, for the lifetime of the work and worldwide.
I hereby declare that I am the original author of the work. The editors shall thus not be held responsible for any obligation or legal action that may derive from the work submitted in terms of violation of third parties’ rights, whether intellectual property, trade secret or any other right.
Álvaro Pina Arrabal, University of Jaen
Graduate in English Studies and Spanish Philology from the Universidad de Jaén, where he has also studied a Master’s in Teaching for Compulsory Secondary Education and Baccalaureate, Professional Training and Language Teaching and the Online Master in English Studies. He is also a doctoral student in Languages and Cultures with a thesis on the US author Russell Edson. It is assigned to the area of Theory of Literature and Comparative Literature. He has published about ten articles and book chapters on literature from the 19th century onwards, the semiotics of comics in relation to literature or videogames. He has done a research placement at the Université Paul Valéry 3 of Montpellier (France) and has taken part in more than twenty scientific conferences.
Anable, Aubrey. «Introduction: Video games as structures of feeling». Playing with feelings: Video games and affect, 7-21. Minneapolis: University of Minnesota Press, 2018. DOI: https://doi.org/10.5749/j.ctt20mvgwg
Bajtín, Mijaíl. «Las formas del tiempo y del cronotopo en la novela. Ensayos de poética histórica». En Teoría y estética de la novela, 237-409. Madrid: Taurus, 1989.
Bobes, María del Carmen. La novela. Madrid: Síntesis, 1993.
Caillois, Roger. Man, play and games. Urbana / Chicago: University of Illinois Press, 2001.
Cuzens, Donnie. «SOMA: Philosophy of unanswered questions». Medium, 2015. https://medium.com/@Donnie.C/soma-philosophy-of-unanswered-questions-63e23575e589.
García, Shaila, Aarón Rodríguez y Marta Martín. «Aprender de la caída, hacer con el des-garro: paradojas de la melancolía lúdica en “Gris”». Artnodes 27 (2021): 1-10. DOI: https://doi.org/10.7238/a.v0i27.374909 .
García Trabazo, José Virgilio. «Un acercamiento al soma en los textos del Ṛgveda». Archivum 70, n.º 2 (2020). DOI: https://doi.org/10.17811/arc.70.2.2020 .
Grip, Thomas y Jens Nilsson. SOMA. Suecia: Frictional Games, 2015.
Hocking, Clint. «Ludonarrative dissonance in bioshock». Click Nothing, 2007. https://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html .
Hulm, George, Robert Poncelet, Vitor Rodrigues y Graham Donnelly. «break». Proce-edings of the 30th International BCS Human Computer Interaction Conference (HCI), 2016. DOI: http//dx.doi.org/10.14236/ewic/HCI2016.53.
Humphrey, Nicholas. Seeing red. A study in consciousness. Harvard: University Press, 2006.
Mejeur, Cody. «Neuroqueer: Contextualizing narrative through embodied experience». Modern Language Association Annual Convention 2020, 2020a. DOI: http://dx.doi.org/10.17613/pnt3-6z04.
Mejeur, Cody. «The hunt for queer spaces: Mainstream indie games, representation and limited worlds». En Indie games in the Digital Age, 161-183, editado por M. J. Clarke y Cynthia Wang. Nueva York: Bloomsbury, 2020b. DOI: https://doi.org/10.5040/9781501356421.0014
Moriconi, Jey. «Nice, but not necessary: An examination of narrative in horror games». Trabajo Fin de Grado presentado en la University of Iowa, 2017. https://ir.uiowa.edu/honors_theses/319/.
Moura, Rafael de. «“Ser” ser humano: projetando o futuro através do humano-máquina nas narrativas dos jogos Call of Duty: Black Ops III, Soma e The Talos Princi-ple». Trabajo Fin de Máster presentado en la Universidade Federal de Pelotas, 2019. http://guaiaca.ufpel.edu.br:8080/handle/prefix/5582 .
Pereira, Felipe y Teresa Alonzo. «Hacia una conceptualización de los videojuegos como discursos multimodales electrónicos». Anagramas 15, n.º 30 (2017): 51-64. DOI: https://doi.org/10.22395/angr.v15n30a2
Planells, Antonio J. Videojuegos y mundos de ficción. De Super Mario a Portal. Madrid: Cátedra, 2015.
RabidRetrospectGames. «SOMA full game walkthrough no commentary gameplay lets play», 2015. https://www.youtube.com/watch?v=IfkpxJmSk_E.
Reid, Thomas. «Unpublished letters of Thomas Reid to Lord Kames, 1762-1782». Texas Studies in Literature and Language 7, n.º 1 (1965): 17-65. https://www.jstor.org/stable/40753844.
Torre, Ezequiel de la. Aproximación desde el cibertexto a los espacios narrativos del videojuego. El walking simulator. Trabajo Fin de Máster en Comunicación y Cultura. Universidad de Sevilla, 2018. https://idus.us.es/handle/11441/79077.
Webber, Jordan Erica. «Personal identity and survival». Ten things video games can teach us (about life, philosophy, and everything), version Kindle. Londres: Robinson, 2019.
Similar Articles
- Shaila García Catalán, Aarón Rodríguez Serrano, Marta Martín Núñez, To learn from the fall, to deal with anguish: paradoxes of playful melancholy in «Gris» , Artnodes: No. 27: (January 2021). Node 27. Arts in the Time of Pandemic (Guest Editors: Laura Benítez & Erich Berger)
- Rosa Núñez-Pacheco, Phillip Penix-Tadsen, Divergent theoretical trajectories in Game Studies: a bibliographical review , Artnodes: No. 28: (July 2021). NODE 28. In the limits of what is possible: art, science and technology (Guest Editors: Paloma Díaz, Andrea García)
- Alfonso Cuadrado Alvarado, Archaeology of interactivity: the pop-up book as the forerunner of video games , Artnodes: No. 21: (June 2018). NODE 21. Media Archaeology (Editors: Pau Alsina, Ana Rodríguez, Vanina Hofman)
- Albert Alcoz, Asynchronous gameplay. The features of the videogame in experimental cinema and video creation , Artnodes: No. 29: (January 2022). NODE 29. Ecology of the imagination (Guest Editor: Marina Garcés)
- Alejandro Lozano, Modalities and aesthetics of waiting in video games , Artnodes: No. 30
- Espen Aarseth, Playing Research: Methodological approaches to game analysis , Artnodes: No. 7: (December 2007). NODE 7. Gameplay (Editor: Pau Alsina)
- Slavko Kacunko, Immediation , Artnodes: No. 21: (June 2018). NODE 21. Media Archaeology (Editors: Pau Alsina, Ana Rodríguez, Vanina Hofman)
- Ana Urroz-Osés, Laura Baigorri Ballarín, Artivism and first tactical uses of the net: from infowar to guerrilla communication , Artnodes: No. 33: (January 2024). NODE 33. Media Artivism: On the Archaeology and History of Digital Culture for Social Change (Guest Editors: Carolina Fernández-Castrillo & Diego Mantoan)
- María Alejandra Crescentino, Video Art in the Southern Cone. Festivals, archives, and remediation of the analogue past , Artnodes: No. 31: (January 2023). NODE 31. Possibles II (Editors: Pau Alsina & Andrés Burbano)
- Paula Fernández Valdés, Achieving cultural sustainability through the preservation of video art: open distribution platforms , Artnodes: No. 31: (January 2023). NODE 31. Possibles II (Editors: Pau Alsina & Andrés Burbano)
You may also start an advanced similarity search for this article.