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Abstract(s)
This paper showcases how the Contract Agency Model can be used to uncover literacy practices in videogame’s own terms as a complement to existing, more ‘indirect’ games literacies, using
as an example the videogame Total War: Shogun 2. The paper first situates the Contract Agency
Model within approaches to videogames and within approaches to media literacy. The paper
then identifies three interesting literacy practices in the videogame, which also exemplify the
eight levels of abstraction of the Contract Agency Model. The paper concludes by discussing
the model’s implications to media literacy and videogames, namely that videogames effect a
second-order mutual signaling with their players – agency as a conversation of commitment to
meaning – that is humanizing of those players, and that the model can uncover this as an implicit contract of bio-costs, as a ‘direct’ literacy of videogames, i.e. a literacy in videogames’ own terms.
Description
Keywords
Games as communication Game semiotics Media literacy Games literacy Agency in games Videogames