• +62 341 567475
  • sastra@um.ac.id
9. Industry, Innovation and Infrastructure
Exploring Symbolism in the 1920 Board Game Scarface: A Semiotic Analysis by John Fiske

Exploring Symbolism in the 1920 Board Game Scarface: A Semiotic Analysis by John Fiske

Exploring Symbolism in the 1920 Board Game Scarface: A Semiotic Analysis by John Fiske

Faculty of Letters

Visual communication design

October 23, 2024

Learning and Students, Student Learning and Activities

SDG 9

Board games are an interactive medium that combines rich components, mechanisms, and themes, allowing players to experience an immersive gaming experience. One board game that has caught our attention is Scarface 1920, which is set in the Prohibition era in the United States from 1920-1933. In this game, players take on the role of a criminal gang leader competing to control the Chicago area and accumulate the most wealth. Various elements in this game, such as characters and settings, present a world filled with criminal intrigue typical of that era.

To understand the deeper meaning of the elements in Scarface 1920, John Fiske’s semiotic method called The Code of Television is used. This method allows us to analyze the social code in this game through three main levels, namely reality, representation, and ideology. With this approach, we can reveal the social and ideological values ​​contained in the design and visual elements of this game. At the level of reality, Fiske emphasizes the representation of the real world that can be recognized by players in visual and symbolic elements. In Scarface 1920, elements of reality are seen in the visual design that refers to the situation and conditions of America during the Prohibition era, such as buildings, vehicles, clothing, and weapons that are typical of the 1920s. The character designs in Scarface 1920 reflect the typical appearance of figures in the criminal world at that time, such as long coats, fedora hats, and classic firearms. By looking at the clothes and properties of the characters, players can immediately recognize and feel the atmosphere of the past full of tension, where organized crime and illegal businesses flourished. These elements depict the social realities of the Prohibition era, where law and order were often cast aside in favor of wealth and power.

At the representation level, the analysis focuses on how elements at the level of reality are translated and arranged in the media to produce meaning. In this board game, the representation of the Prohibition era is shown through the structure of the game, the roles of the characters, and the conflicts presented. Players take on the role of criminal gang leaders and must compete to expand their power and control certain areas, which reinforces the impression that life in that era was full of competition and violence. The arrangement of the game board and the cards depicting the characters and other game tools emphasize the dark impression of the life of the criminal world in the past. For example, the game board displays strategic areas in the city of Chicago that must be controlled, and each player tries to dominate this area. This kind of representation indicates that power is something that is fiercely contested, and each player must fight to maintain their influence.

At the ideological level, the analysis focuses on the values ​​and beliefs that may be hidden behind the game design. Fiske suggests that media often reflects or critiques dominant values ​​in society. In Scarface 1920, there is an ideological code that depicts individual freedom and the desire to gain wealth by any means. In this game, success is determined by the extent to which the player is able to control territory and accumulate wealth. Thus, this game reflects capitalist ideology, where wealth and power are the main symbols of success. In addition, this game seems to invite players to question the morality of actions taken for power and personal gain, which is relevant to the social issue of ethics in pursuing success.

Through John Fiske’s semiotic analysis, the Scarface 1920 board game not only visually depicts the Prohibition era, but also reflects certain values ​​and ideologies. At the level of reality, the game represents the situation and lifestyle of the criminal world in the 1920s in America. At the level of representation, the structure of the game emphasizes the fierce competition and atmosphere of the underworld. At the level of ideology, the game implies the view that wealth and power are important, reflecting the spirit of capitalism and presenting a subtle critique of society’s obsession with material success. In this way, Scarface 1920 functions not only as entertainment, but also as a medium that invites players to think critically about moral, social, and ideological issues related to the world of crime and the desire for power.

Leave a Reply

Your email address will not be published.