Isang pagsusuring semiolohikal sa mga Duterte mobile game sa Google Play
Article

Sa pag-usbong ng digital na libangan at kulturang freemium sa mga mobile game o larong pang-mobile, at sa maigting na usaping politikal sa Pilipinas simula noong pambansang eleksyong 2016, lumitaw ang mga libreng Duterte video game sa Google Play. Sa pag-aaral na ito, sinuri ang sampung libreng Duterte video game gamit ang semiolohikal na pagsusuri ni Roland Barthes.

Karamihan sa mga larong ito ay nakabilang sa shooting genre at mayroong silang apat na matitingkad na elemento: ang mga protagonista ng mga laro, ang mga kakampi sa laro, ang paggamit ng armas, at ang mga kalaban at balakid. Karamihan sa mga larong sinuri, makikita si Pangulong Rodrigo Duterte na gamit ng manlalaro bilang pangunahing karakter na sumasalamin sa pampublikong imaheng nilikha niya sa realidad. Bilang mga kakampi niya sa laro, makikita rin sina Ronald “Bato” Dela Rosa, Alan Peter Cayetano, at Miriam Defensor-Santiago at ang nakakubling mensahe ng pagsang-ayon sa motibo ng protagonista ng laro. Isa ring matingkad na elemento ng mga laro ang paggamit ng armas, mula sa simpleng tirador hanggang sa bomba na inihuhulog ng mga eroplanong nasa himpapawid, isang pagsasalamin din sa mga kampanyang inilunsad. At tulad sa ibang mga video game, makikita rito bilang mga kalaban ang mga zombie, adik, at kriminal. Makikita rin ang midya at selda bilang balakid, at ang ilang mga personalidad tulad nina Leila De Lima, Edgar Matobato at Franklin Drilon bilang mga kalaban. Sa semiolohikal na pagsusuri sa mga ito, makikita ang estratehiyang retorikal na inokulasyon, identipikasyon, at pagbubura ng kasaysayan upang ikubli ang mga mito sa likod ng mga matitingkad na elementong ito.


With the rise of video games as a form of entertainment and of the freemium culture in mobile gaming, and within the current political climate in the Philippines since the 2016 national election, free Duterte games have appeared and are still available in Google Play. This study analyzed ten (10) free games from the downloading platform using Barthesian semiology.

Mostly identified as shooting games, these games have four elements present. First, the majority of these games have created a myth of President Rodrigo Duterte as the protagonist of these violent games, a myth also created for the “kontra-droga” campaign. Second, several personalities have appeared as allies with a covert message of being in line with or supportive of the protagonist’s motive. Third, weaponry is prominently used in the games, reflective of the policies promised during campaigns and eventually carried out. Fourth, like other games, these ones use the icons of zombies, drug addicts, and criminals as the enemies of the games, alongside the icons of media, jail, and several personalities like Leila De Lima, Edgar Matobato, and Franklin Drilon. In this semiological analysis, the rhetorical strategies of inoculation, identification, and privation of history are employed to uncover the myths behind these prominent game elements.

Socio-Cultural Appropriation of Sex-Sell Billboard Ads: A Multimodal Study on the Grammar of Sexually Implicit Advertising Text and Images
Article

In the Philippines, “sex-sell” advertisements (ads), particularly the 2011 billboard by Bench featuring the Volcano Philippine Rugby Team, have been controversial. Community leaders view the ads as being offensive to the socio-cultural values of the community in which the ad is distributed. In response, producers of the ads contend that their works are merely creative options within the frames of the law. This paper approaches the arguments by investigating the linguistic functions of sex-sell ads through the grammatical analysis of its visual syntax. Using the framework of multimodal discourse analysis in visual semiotics, the paper demonstrates how grammar in visual language is compatible with the systemic functional language of Halliday (1985) as applied in the visual design theories of Kress (2006) and van Leeuwen (2005). The multimodal approach to the analysis of the linguistic functions of sexually implicit billboard ads seek to demonstrate the social semiotic perspective in the construction of meaning in print ads, how ambiguous visual lexicon can occur, and how a dissonant visual assemblage invites resistant reading. Through this discursive analysis, the paper hopes to promote a critical awareness among the passive interpreters of texts (i.e. general public information consumers) and the institutions (e.g. education, creative industry) that actively participate in the discourse, design, production, and distribution of meaning in advertising texts and images.