Research Article

Discursive games on board: Communicating ideology through the semiotics of play

Number: 70 July 8, 2026
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Discursive games on board: Communicating ideology through the semiotics of play

Abstract

This study examines analog board games as multimodal semiotic systems that mediate cultural communication and ideological transmission. Rather than treating board games as recreational objects, it positions them as historically situated discursive artifacts shaped by shifting sociopolitical contexts. Through a diachronic framework, the study traces their transformation from nineteenth-century moral pedagogy to twentieth-century capitalist simulations and, more recently, to designs foregrounding geopolitical contestation and decolonial critique. Using multimodal discourse analysis and social semiotics combined with close and comparative play analysis, the research investigates how meaning is encoded through symbolic design, rule systems, and player positioning across purposively selected six games: The Mansion of Happiness, Monopoly, Settlers of Catan, Twilight Struggle, Food Chain Magnate and Spirit Island. Findings indicate that while earlier games naturalize dominant moral and economic worldviews, contemporary titles embed reflexivity and systemic critique within their procedural structures. The study argues that board games function as communicative ecologies in which form, mechanics, and ideology interact to shape cultural meaning.

Keywords

References

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  8. Chang, E. Y. (2008). Gaming as writing, or, World of Warcraft as World of Wordcraft. Computers and Composition Online, Reading games: Composition, literacy, and video gaming [Special issue]. http://cconlinejournal.org/gaming_issue_2008/Chang_Gaming_as_writing/index.html

Details

Primary Language

English

Subjects

Communication Studies, New Media, Communication and Media Studies (Other)

Journal Section

Research Article

Publication Date

July 8, 2026

Submission Date

July 29, 2025

Acceptance Date

May 13, 2026

Published in Issue

Year 2026 Number: 70

APA
Süngü, E. (2026). Discursive games on board: Communicating ideology through the semiotics of play. Connectist: Istanbul University Journal of Communication Sciences, 70, 180-196. https://doi.org/10.26650/CONNECTIST2026-1752489
AMA
1.Süngü E. Discursive games on board: Communicating ideology through the semiotics of play. Connectist: Istanbul University Journal of Communication Sciences. 2026;(70):180-196. doi:10.26650/CONNECTIST2026-1752489
Chicago
Süngü, Ertuğrul. 2026. “Discursive Games on Board: Communicating Ideology through the Semiotics of Play”. Connectist: Istanbul University Journal of Communication Sciences, nos. 70: 180-96. https://doi.org/10.26650/CONNECTIST2026-1752489.
EndNote
Süngü E (July 1, 2026) Discursive games on board: Communicating ideology through the semiotics of play. Connectist: Istanbul University Journal of Communication Sciences 70 180–196.
IEEE
[1]E. Süngü, “Discursive games on board: Communicating ideology through the semiotics of play”, Connectist: Istanbul University Journal of Communication Sciences, no. 70, pp. 180–196, July 2026, doi: 10.26650/CONNECTIST2026-1752489.
ISNAD
Süngü, Ertuğrul. “Discursive Games on Board: Communicating Ideology through the Semiotics of Play”. Connectist: Istanbul University Journal of Communication Sciences. 70 (July 1, 2026): 180-196. https://doi.org/10.26650/CONNECTIST2026-1752489.
JAMA
1.Süngü E. Discursive games on board: Communicating ideology through the semiotics of play. Connectist: Istanbul University Journal of Communication Sciences. 2026;:180–196.
MLA
Süngü, Ertuğrul. “Discursive Games on Board: Communicating Ideology through the Semiotics of Play”. Connectist: Istanbul University Journal of Communication Sciences, no. 70, July 2026, pp. 180-96, doi:10.26650/CONNECTIST2026-1752489.
Vancouver
1.Ertuğrul Süngü. Discursive games on board: Communicating ideology through the semiotics of play. Connectist: Istanbul University Journal of Communication Sciences. 2026 Jul. 1;(70):180-96. doi:10.26650/CONNECTIST2026-1752489