Semiotic+Domains

In the second chapter of //What Video Games Have to Teach Us About Learning and Literacy//, James Paul Gee brings up the concept of semiotic domains. A semiotic domain is a certain division of the world (whether a location, practice, field of study, etc.) that uses symbols to communicate. Some examples of semiotic domains are soccer, neuroscience, Hinduism and sitcoms. All learning in all semiotic domains requires taking on a new identity and forming bridges from one's old identities to the new one.



Semiotic domains play a crucial role in any video game. They include various structures that help a participant create a meaning. In particular, the "semiotic domains" of Minecraft like in most other games consist of the following: images, symbols, sounds, and objects. Even though images in this game are pretty simple, players can build captivating worlds (houses, palaces, and what not) by using them effectively. Even seemingly meaningless objects in the long run become meaningful. Symbols (e.g. symbols of tools, so-called "inventory") are also helpful for players to make meaning. These symbols help players learn about the purpose of different things and later on make the right choices at the right time. Furthermore, sounds make the game even more engaging, though at times they might become distracting. However, sounds are necessary to make the game seem more like a real-life experience. There are numerous objects that can be used not only to build the house, find necessary materials, but also to protect oneself from monsters and survive. In the survival mode, a player has to look for and discover most of these objects on his own, while in the creative mode, all essential tools and objects are provided.

Although very little of it is part of the game, grammar as a semiotic domain also plays a part. One has to be familiar with the discourse of gaming in order to understand the vocabulary on the menu. What does sensitivity refers to? what is FOV? fancy graphics, view bobbing, etc. are all terms that help set up the game how we prefer but if we are not familiar with them we wont be able to do the proper set up.

Gee goes on to talk about situated meaning. The meaning of symbols (whether words, images or other) is dependent on the semiotic domain (as well as the context) in which it is used. For example, the word dribble means one thing in the semiotic domain of basketball and another thing in the semiotic domain of semiotic domain of parenting. Similarly, words within Minecraft's semiotic domain do not denote the same meaning we would use in everyday life. For example, going to bed in Minecraft means clicking on the image of a bed and bypassing the entire night. While clearly related to the everyday usage, this phrase could confuse someone not yet literate in Minecraft's semiotic domain. (If a new player were to complain that it is boring to sit through the entire night, a more experienced player might reply, "Well, just go to bed." For all the new player knows, this means to take a quick nap in real life so as not to have to sit through the game night, doing nothing.) The word run is another example. Walking in real life means moving forward by shifting weight from one leg to another while in a standing position. Walking in the game means pressing w. Thus, the vocabulary of Minecraft, while related to that of the real world, means something particular within that semiotic domain.

The concept of situated meaning is also applicable to sound. When first starting to play Minecraft you create your world and the music begins. The music is pleasing to the ears and perhaps you think it's just background music for you to move through the world trying to create shelter, mine, and ultimately create a world. However the more you play the game you create a connection to the music and the sun. The gentle melody of music denote the sun has risen, conversely change in tone to dark indicates the sun is about to go down. You learn that when the music is play softly your safe and when the music changes, night time is not only coming but the creepers, spiders, skeletons, and zombies are also. The music is also a domain that the player must become accustomed to in order to recognize what different sounds mean. Once the player learns the different sounds, the player creates situated meanings.



Situated meaning is also applicable to visual symbols. Since the game lacks any gamer's manual or directions within the game, the user is left to fend for him or herself. Although the game lacks explicit direction, there are several achievements the player must complete in order to gather more materials and collect points. The semiotic domain of the game has to be figured out as the user examines the world and tests things out. The achievement web/map provides a lose form of guidance that helps the learner/user figure things out. However, the symbols used in the achievement section mean nothing without playing.

The symbols have to be connected to a situated meaning within the game. The user develops and discovers the context. The first achievement is "Getting Wood" with the following explanation: attack a tree until a block of wood pops out. The player has to connect the description with the context of gameplay. The player will figure it out that the block of wood can be collected and used for later achievements. A later achievement is "Time to Mine!" The symbol of the axe is a tutorial of sorts for setting up the semiotic domain and teaching the player how to "read" the symbol and manipulate the world of the game. The directions are: use planks and sticks to make a pickaxe. Without enough experience, the player will feel lost because the domain hasn't been understand yet. Gathering wood and using the crafting section will create the planks; therefore; this piece of information will form the context and help create the situated meaning.

The achievements prompt the learner/player to fill in more of the blanks about the symbolic meanings of the icons that make up the goals. As the player discovers more about the semiotic domain of the system, the descriptions are easier to understand because the player can connect enough of the information in the new task with previous tasks. The player uses the information to make meaning out of the game and vice versa. This reciprocal relationship helps the player learn and define the the system behind the semiotic domains of Minecraft.

Sources:
Gee, James Paul. //What Video Games Have to Teach Us About Literacy//. New York: Palgrave Macmillan, 2007. Print.

For more information on semiotic domains and video games, you can explore:
Gee - "Learning in Semiotic Domains: A Social and Situated Account"

Newsgames - "DIHAR: Games and Semiotic Domains"