Araştırma Makalesi

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

Sayı: 70 8 Temmuz 2026
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Discursive games on board: Communicating ideology through the semiotics of play

Öz

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.

Anahtar Kelimeler

Kaynakça

  1. Ahmed, S. (2014). The cultural politics of emotion (2nd ed.). Edinburgh University Press.
  2. Atkinson, C. L. (2019). Semiotic analysis and public policy: Connecting theory and practice. Routledge.
  3. Ambrosio, T., & Ross, J. (2023). Performing the Cold War through the ‘The best board game on the planet’: The ludic geopolitics of Twilight Struggle. Geopolitics, 28(2), 846–878. https://doi.org/10.1080/14650045.2021.1951251
  4. Bankov, K. (2022). The digital mind: Semiotic explorations in digital culture. Springer.
  5. Barthes, R. (1972). Mythologies (A. Lavers, Trans.). Hill and Wang. Original work published 1957.
  6. Bogost, I. (2007). Persuasive games: The expressive power of videogames. The MIT Press. https://doi.org/10.7551/mitpress/5334.001.0001
  7. Carey, J. W. (1989). Communication as culture: Essays on media and society. Routledge.
  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

Ayrıntılar

Birincil Dil

İngilizce

Konular

İletişim Çalışmaları, Yeni Medya, İletişim ve Medya Çalışmaları (Diğer)

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

8 Temmuz 2026

Gönderilme Tarihi

29 Temmuz 2025

Kabul Tarihi

13 Mayıs 2026

Yayımlandığı Sayı

Yıl 2026 Sayı: 70

Kaynak Göster

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, sy 70: 180-96. https://doi.org/10.26650/CONNECTIST2026-1752489.
EndNote
Süngü E (01 Temmuz 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, sy 70, ss. 180–196, Tem. 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 (01 Temmuz 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, sy 70, Temmuz 2026, ss. 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. 01 Temmuz 2026;(70):180-96. doi:10.26650/CONNECTIST2026-1752489