publication . Article . 2014

Playing fiction: The use of semiotic resources in role play

Lundström, Stefan; Olin-Scheller, Christina;
Open Access English
  • Published: 07 Mar 2014 Journal: Education Inquiry (issn: 2000-4508, eissn: 2000-4508, Copyright policy)
  • Publisher: Education Inquiry
Abstract
By taking two different kinds of role playing as examples, this article explores how semiotic resources are utilised within a certain context. Regarding these role-playing activities as examples of participative narratives, we discuss how the playing and fiction interaction works as semiotic remediation practices for teenagers and young adults. While actively becoming part of the story and ‘making’ themselves in interaction with fiction, they use semiotic resources not usually included in literacy competencies such as the body and various artifacts. This kind of participation in narrative indicates that we have a need for play not only as a first step in our soc...
Subjects
free text keywords: cosplay; role playing games; play; narrative; semiotic resources; literary education
33 references, page 1 of 3

Appleyard, J.A. (1991). Becoming a reader. The experience of fiction from childhood to adulthood. Cambridge: Cambridge University Press.

Ashcroft, B., Griffiths, G. & Tiffin, H. (2007). Post-colonial studies: the key concepts. 2nd ed. Oxon: Routledge.

Bolter, J.D. & Grusin, R. (1999). Remediation. Understanding new media. Cambridge, Mass: MIT Press.

Brinkmann, S. & Kvale, S. (2009). Den kvalitativa forskningsintervjun. Lund: Studentlitteratur.

Bruner, J. (1986). Actual minds, possible worlds. Cambridge, Mass: Harvard University Press.

Bruno, M. (2002). Cosplay: the illegitimate child of SF masquerades. Glitz and Glitter Newsletter, Millennium Costume Guild. October. http://millenniumcg.tripod.com/glitzglitter/1002articles. html

Buckingham, D. (2008). Youth, identity, and digital media. Cambridge, Mass: MIT Press.

van Dijk, T.A. (2004). Racist discourse. In Encyclopedia of Race and Ethnic Studies, E. Cashmore (ed.), 351 355. London: Routledge.

Elmfeldt, J. & Erixon, P.-O. (2007). Skrift i r¨orelse: om genrer och kommunikativ f¨orma˚ga i skola och medielandskap. Stockholm: Brutus O¨stlings bokf¨orlag Symposion.

Felski, R. (2008). Uses of literature. Malden, Mass: Blackwell Pub.

Fine, G.A. (1983). Shared fantasy. Role-playing games as social worlds. Chicago: University of Chicago.

Gee, J.P. (2004). Situated language and learning: a critique of traditional schooling. New York: Routledge.

Goffman, E. (1974). Frame analysis. An essay on the organization of experience. New York: Harper & Row.

Goodwin, C. (2010). Handling och f¨orkroppsligande i situerad m¨ansklig interaktion. In L¨arande i interaktion, H. Melander & F. Sahlstro¨m (eds.). Stockholm: Liber.

Griffiths, G. (1999). Other. In Key Concepts in Postcolonial Studies, B. Ashcroft, G. Griffiths & H. Tiffin (eds.), 169 173. London: Routledge.

33 references, page 1 of 3
Abstract
By taking two different kinds of role playing as examples, this article explores how semiotic resources are utilised within a certain context. Regarding these role-playing activities as examples of participative narratives, we discuss how the playing and fiction interaction works as semiotic remediation practices for teenagers and young adults. While actively becoming part of the story and ‘making’ themselves in interaction with fiction, they use semiotic resources not usually included in literacy competencies such as the body and various artifacts. This kind of participation in narrative indicates that we have a need for play not only as a first step in our soc...
Subjects
free text keywords: cosplay; role playing games; play; narrative; semiotic resources; literary education
33 references, page 1 of 3

Appleyard, J.A. (1991). Becoming a reader. The experience of fiction from childhood to adulthood. Cambridge: Cambridge University Press.

Ashcroft, B., Griffiths, G. & Tiffin, H. (2007). Post-colonial studies: the key concepts. 2nd ed. Oxon: Routledge.

Bolter, J.D. & Grusin, R. (1999). Remediation. Understanding new media. Cambridge, Mass: MIT Press.

Brinkmann, S. & Kvale, S. (2009). Den kvalitativa forskningsintervjun. Lund: Studentlitteratur.

Bruner, J. (1986). Actual minds, possible worlds. Cambridge, Mass: Harvard University Press.

Bruno, M. (2002). Cosplay: the illegitimate child of SF masquerades. Glitz and Glitter Newsletter, Millennium Costume Guild. October. http://millenniumcg.tripod.com/glitzglitter/1002articles. html

Buckingham, D. (2008). Youth, identity, and digital media. Cambridge, Mass: MIT Press.

van Dijk, T.A. (2004). Racist discourse. In Encyclopedia of Race and Ethnic Studies, E. Cashmore (ed.), 351 355. London: Routledge.

Elmfeldt, J. & Erixon, P.-O. (2007). Skrift i r¨orelse: om genrer och kommunikativ f¨orma˚ga i skola och medielandskap. Stockholm: Brutus O¨stlings bokf¨orlag Symposion.

Felski, R. (2008). Uses of literature. Malden, Mass: Blackwell Pub.

Fine, G.A. (1983). Shared fantasy. Role-playing games as social worlds. Chicago: University of Chicago.

Gee, J.P. (2004). Situated language and learning: a critique of traditional schooling. New York: Routledge.

Goffman, E. (1974). Frame analysis. An essay on the organization of experience. New York: Harper & Row.

Goodwin, C. (2010). Handling och f¨orkroppsligande i situerad m¨ansklig interaktion. In L¨arande i interaktion, H. Melander & F. Sahlstro¨m (eds.). Stockholm: Liber.

Griffiths, G. (1999). Other. In Key Concepts in Postcolonial Studies, B. Ashcroft, G. Griffiths & H. Tiffin (eds.), 169 173. London: Routledge.

33 references, page 1 of 3
Powered by OpenAIRE Open Research Graph
Any information missing or wrong?Report an Issue