Media artifacts are quite crucial in relaying a particular meaning in society. They combine with media theories such as Semiotic Theory and Agenda Setting Theory to deliver a specific message or meaning to the members of the society. In this discourse, a video game known as the God of War is used in conjunction with the Semiotic Theory to relay some messages to the members of the society.
The God of War is a serialized video game whose latest series was released in the year 2018. Published by Sony Interactive Series, the God of War was created and designed by the Santa Monica Studio, which has done marvelous work on the many series of the God of War . The series is set in ancient Greece and partly in Norway. The Semiotic Theory is used alongside the chosen artifact, which is the God of War . The theory attempts to explain the relationship between the signs, their meanings, and how they get interpreted by society. The sign interpretation relies on the perception of a person looking at the artifact. In this regard, many interpretations depend on how someone understands the given artifact ("Semiotics – Media Studies 101," 2014).
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In the artifact, there is a powerful god who gets controlled by the operator of the play station. The god is known as Kratos, and his imp called Kreus. The operator of the play station can influence the movements and actions of these gods. Kratos is mighty and he can destroy anyone or anything depending on how he is controlled by a person playing the video game (Egan, 2016). Viewed from the contemporary angle, such a god could be the powerful weapons that many countries wield, for instance, huge artillery and nuclear bombs. Countries like the United States, North Korea, and Russia have these weapons, and their application solely lies on the decision by the countries that own them.
In the video game, the war is quite lethal, whereby those who have no supernatural power get killed and their property destroyed through fire. So much suffering is exhibited in the video game, whereby powerful figures cause misery to the weak members of the society. The actions in the video game can be juxtaposed by the contemporary world activities taking place in countries like Syria. So many innocent people are being killed in Syria by the powerful regimes within and outside Syria (Ferris & Kirisci, 2016). Therefore, the artifact portrays a message, which highlights war as a terrible aspect of society.
In the God of War , the operator has to be keen when dealing with the enemies of the Kratos. There are some moments when Kratos gets cornered by enemies. In such instances, the operator of the video game needs to think of the viable ways to save Kratos from the weak but united soldiers. However, Kratos fails to destroy the enemies, and he is killed. This scenario is a massive message portrayed by this artifact. It says that no matter how powerful and oppressive a regime can be, it will one day crumble (Ferris & Kirisci, 2016). Similarly, in society, there are regimes that were so revered that no one dared them. However, as time advanced, they were defeated through the unity of the oppressed persons.
In conclusion, the God of War and the Semiotic Theory play a crucial role in passing various messages to the society members. The messages include the effects of war, the dangers that come with the possession of dangerous weapons, and the fact that oppressive regimes do not last.
References
Egan, J. (2016). 1000 Facts about Video Games Vol. 3 . Morrisville, NC: Lulu.com.
Ferris, E. G., & Kirisci, K. (2016). The Consequences of Chaos: Syria s Humanitarian Crisis and the Failure to Protect . Washington, DC: Brookings Institution Press.
Semiotics – Media Studies 101. (2014, February 28). Retrieved from https://opentextbc.ca/mediastudies101/chapter/semiotics/