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Neoliberalizing News Discourse
Neoliberalizing News Discourse
research-article2019
DCM0010.1177/1750481319856202Discourse & CommunicationMagdi Fawzy
Article
Abstract
Gamified news is a clear example of contemporary convergent practices which conflate the
functionalities of formerly separate entities, video games and journalism. This practice marks
a shift in the journalistic norms, positioning journalism and news users within the neoliberal
paradigm. In this view, the study proposes a discursive approach to examine how gamified news
discourse is colonized by the neoliberal values of marketization and commodification. The analysis
takes a case study of Pirate Fishing: An Interactive Investigation, a gamified news launched by Al
Jazeera. It is not just the narrative of Pirate that carries ideological bearings, rather the ludic
design itself is found to be fit within the neoliberal mentality. Therefore, the ludic semiosis of
Pirate Fishing is examined as well. As such, a dialectical relation between discourse, semiotics
and neoliberal ideologies, in the context of gamification, is drawn in this article. Based on the
analysis, seven interrelated neoliberal discourses are highlighted: ‘calculative rationality’, ‘self-
entrepreneurship’, ‘minimalism’, ‘aesthetic preferences’, ‘individualism’, ‘sovereign consumer’ and
‘personal responsibility’.
Keywords
Discourse analysis, gamified news, immersive aesthetics, interactional engagement, ludic design,
marketization, neoliberal journalism, neoliberal news user, neoliberalism, news gamification,
news marketization, Pirate Fishing, semiotic analysis
Introduction
News gamification marks the application of game properties, mechanics and tools
like points, badges and leaderboards to news context (Burke, 2016; Ferrer Conill,
Corresponding author:
Rania Magdi Fawzy, College of Language and Communication, Arab Academy for Science, Technology and
Maritime Transport, Heliopolis P.O. Box 2033 Elhorria El Moshir Ismail st. – behind Sheraton, Egypt.
Email: raniamagdi33@hotmail.com
2 Discourse & Communication 00(0)
2016). This new journalistic practice redefines news reading activity by turning it into
a playful and meaningful experience (Ferrer Conill, 2016: 41). Gamification of news
stories offers ‘new journalism formats’ with a view to emphasizing the democratic
and civic purposes of journalism while engaging younger users (Ferrer Conill and
Karlsson, 2015: 357). From a neoliberal economic perspective, news gamification
can be seen as a reaction to the recent drop in news consumption. Gamification, then,
is a medium where interplay of the professional and commercial logics of journalism
takes place (Ferrer Conill, 2018). However, the shift from a reading mode to a playing
mode involves a shift in the discursive practices and semiotic affordances that need to
be investigated to reflect on this emerging genre. In this regard, the article investi-
gates this new form of journalism that prompts new discursive competencies and
neoliberal values. The analysis takes a case study of Al Jazeera Pirate Fishing: An
Interactive Investigation. This gamified case fits this study because it uses gamifica-
tion on a large scale, and because it transforms news experience for users (Ferrer
Conill, 2018).
This study seeks to examine how news gamification is colonized by the neoliberal
logic. In so doing, it discusses the discursive and ludic semiotic strategies deployed in Al
Jazeera gamified piece Pirate Fishing that connect with and reinforce neoliberal values.
The study is drawn on Fairclough’s (1993) notion of the marketization of public dis-
course and Pérez-Latorre’s (2015) suggested analytical model for examining the semi-
otic affordances of video games. As such, a dialectical relation between discourse,
semiotics and neoliberal ideologies is drawn in this article. Insights and findings from the
semio-discursive analysis are interpreted in light of some works on neoliberalism
(Harvey, 2005, 2007; Rose, 1999; Turner, 2008).
Neoliberalism
Neoliberalism introduces a market-driven logic into public sectors which were not previ-
ously influenced by economic relations (Dean, 2010: 72). McChesney (1999) provides
the following definition of neoliberalism:
Neoliberalism is the defining political economic paradigm of our time – it refers to the policies
and processes whereby a relative handful of private interests are permitted to control as much
as possible of social life in order to maximize their personal profit. (p. 7)
It is an important characteristic of the economic, social and cultural changes of late modernity
that they exist as discourses as well as processes that are taking place outside discourse, and that
the processes that are taking place outside discourse are substantively shaped by these
discourses. (p. 4)
as new ways of being, new identities, and materialized, for instance in new ways of
organizing time and space in institutions and organizations’ (p. 27, original emphasis).
Fairclough (2005) contends that discourse analysis can specifically contribute to
investigating different aspects of social life, in a process which he calls ‘operationaliz-
ing’ discourses. Discursive operationalization of social ideologies refers to ‘the effectiv-
ity of discourses in constructing and reconstructing social life’ (Fairclough, 2005: 23). In
this regard, this article examines how the discourse of Al Jazeera gamified news is opera-
tionalized to produce neoliberal rationality.
Analysis
Discursive operationalization of neoliberal ideologies is a ‘dialectical process’ in the
sense that it is not just a matter of discourses but also of genres and styles (Fairclough,
6 Discourse & Communication 00(0)
Figure 1. A screen shot of Pirate interface displaying its playing activities.
2005: 27). One particularly significant feature of news gamification genre is their con-
vergence of news narrative and game design, that is to say, their complex mixture of
news logic and gameplay logic. To this end, the current analysis focuses on both the
discursive and ludic dimensions of Pirate.
Interestingly, Pirate Fishing interface deploys the video games mechanics of ‘rewards’.
Throughout the course of the play, the users are encouraged by getting ‘investigation
points’ after correctly classifying information in the ‘notebook’ or ‘collected badges’. By
abiding by the performance rules of the game and interacting more with the game inter-
face, the users increase their status from ‘junior researcher’ to ‘senior reporter’. When
completing ‘extra tasks’, the user gets ‘badges’. The game-like news includes six badges
of ‘activist’, ‘city explorer’, ‘corruption investigation’, ‘ship spotter’, ‘technology expert’
and ‘undercover specialist’.
Similar to video games, users are asked to ‘collect’ different pieces of evidence and
notes in their notebook. Collections differ from badges in that they carry visual represen-
tations of an achievement, see Figure 2.
Significantly, the reward system of Pirate Fishing implies that the more effort the
news users exert in their news consumption, the more rewards they get. As the users
navigate through the game, they receive badges for completing certain stages, which are
shareable on social media platforms (Facebook and Twitter) found at the bottom of the
right vertical bar.
As displayed by Figure 3, the game-like mechanics deployed in Al Jazeera gamified
news enhance the players’ ability to construct their own status and badges. Pirate players
are encouraged to proceed with the investigation process to become ‘senior reporters’
and gain the ‘specialized badges’. Thus, the motivation behind consuming the news is
altered in the context of gamification from being an informative practice to being a com-
petitive one. Interestingly, the news user becomes the game avatar who is customized
and developed throughout the course of news consumption, or in other words, the course
of playing the news. Correspondingly, the ludic design of Pirate with its affordances
8
Figure 3. A screen shot of two interfaces demonstrating the ludic state rule of Pirate.
Discourse & Communication 00(0)
Magdi Fawzy 9
echoes the neoliberal value of self-construction. The news user’s performance and navi-
gation in the game world reflect the neoliberal rationalities of competitive individualism
and self-entrepreneurship through which individuals are encouraged to become ‘entre-
preneurs of themselves’ (Rose, 1998: 158). Moreover, the incorporation of video games
mechanics into Pirate interface corresponds to the neoliberal rationality of marketization
which blurs the boundaries between public and private discourses. Here, the boundaries
between playing and consuming news, between fun and seriousness, are conflated.
A close reading of Pirate interface reveals that this journalistic practice marks a shift
from news composition to news design. The design of the game screen represents a pro-
cess of technologization since it depends on visual resources and multimodal interaction
to establish cohesion and coherence. Significantly, how the interface presents the news
content to users corresponds to Halliday’s (1994) notion of ‘the grammar of little texts’
that describes advertising discourse. Such ‘minimalist’ form of news exposure contra-
dicts the traditional complex arguments or storytelling techniques that the journalistic
genres rely on. This corresponds to the neoliberal value of ‘minimalism’, or in other
words, ‘the less is more’ (Murphy, 2018) when considering design. Under neoliberalism,
minimal designs are more significant and functional than large ones (Hartman, 2007).
Figure 4. A screen shot taken from one of the game videos.
Figure 5. A screen shot of Pirate displaying the virtual spatialization offered to the users.
Pirate. Documentary videos, sound bites, pop-up messages and photo captions which
depict how Pirate Fishing destroys the living resources of Sierra Leone keep appearing to
the players while navigating the game interface. The following examples are illustrative:
Magdi Fawzy 11
Figure 6. A screen shot of Pirate Fishing interface showing the personalized experience of
news-making process.
(a) They are destroying our materials, our fishing gears, hooks and nets.
(b) They destroyed 700 hooks.
(c) Industrial trawlers depleting coastal waters leave fewer fish for local fishermen.
This, in turn, gives the players a sense of presence and increases their empathy for the
game cause.
Therefore, the immersive nature of Pirate renders users bound to the news affectively.
Its immersive ludic design resources the user’s sensuous and explorative capabilities as
involving aspects of the game aesthetic experience. In this regard, Al Jazeera Pirate
gives the users the opportunity to not just consuming the news, rather to experience it.
The playing activity promotes the neoliberal logic of ‘aesthetic preferences’ (Julier,
2007: 57) with an emphasis on the aesthetic experience of the game.
Interactional engagement. The game interface provides the players with various multi-
modal resources to interact with. This brings us to the concept of digital ‘interaction’
(Adami, 2015: 135). Pirate enacts user’s interaction in order to get the full story. The
more the users interact with the interface, the more news stories are unfolded. Corre-
spondingly, the neoliberal valuing of entrepreneurship is also expressed here, drawing a
link between productivity and the engagement with the game world.
Significantly, Pirate play activities conversationalize the news-making process. It
stimulates conversational genre by, for instance, starting the game with an assignment
email from the commissioning editor defining the mission of the investigation, posing
the following question to the player: ‘Can you fly to Sherbro Island in Sierra Leone and
help our reporter and her team in their investigation?’ When the player presses ‘accept
the assignment’, the first stage of the investigation starts.
Interestingly, the use of the second person pronoun ‘you’ personalizes the news
exposure experience. The imperative mood in ‘accept the assignment’ indicates that
12 Discourse & Communication 00(0)
Figure 8. A screen shot of Pirate Fishing interface showing its interactional nature.
Leone’s waters, I will run the story’. Accordingly, the neoliberal value of social respon-
sibility is discursively operationalized by the lexical choices of ‘fly to Sherbro Island’,
‘help our reporters’ and ‘track down one of the pirate trawlers’. The sense of social
responsibility assigned by the game interface to the users is exemplified as well by the
use of the imperative mood:
Imperatives direct the users to perform certain actions, all of which serve to position
them as ultimately responsible for discovering the identity of the trawlers. The users are
placed as the primary agent for the investigation process. The neoliberal ideology is thus
instantiated in these examples where the users are depicted as responsible for unlocking
the story behind illegal fishing.
Discussion
In the context of Pirate Fishing, the news experience is marketized through playful
immersion, interactional engagement and personalisation. This study argues that news
gamification reconfigures news discourse in the process of marketizing and commodify-
ing it. Marketization here means deploying market logic within the domain of news
production. The neoliberal marketization of news discourse in Al Jazeera gamified news
Pirate Fishing is defined through the three aspects of ‘technologization’, ‘commodifica-
tion’ and ‘conversationalization’.
As revealed by the analysis, the ludic design of Pirate Fishing deploys numerous
video games mechanics: stages, badges and rewards. The ludic interface affords as well
multi-semiotic resources such as videos, audios, photos and maps. By converging and
mixing discourses of different disciplines, news discourse in Pirate is technologized
through, in the words of Fairclough (2012), ‘inter-discursive hybridity’. Significantly,
the hybrid discourses, Pirate encompasses, mark a transformation from the informative
functionality of news discourse to the aesthetic experience of affective immersion and
interactive engagement. From a linguistic lens, Ledin and Machin (2018) attribute what
they call the ‘affective functionality’ of social discourses to the medium of technologized
social events in a process of the indexical coding of various semiotic elements. From a
journalistic perspective, the ludic design of the Gamified Pirate can be described in the
words of Papacharissi (2015) as a ‘hybrid production’ of ‘affective news’ since it sup-
ports the subjective experience and emotional immersion of the news user. Significantly,
affective functionality is related to the discourse of neoliberal marketization since they
echo Jenkins’ (2006: 319) ‘affective economics’, meaning a ‘new discourse in marketing
and brand research that emphasizes the emotional commitments consumers make in
brands as a central motivation for their purchasing decisions’ (quoted in Ferrer Conill,
2018). Furthermore, the trend of affectively engaging social participants, which is
Magdi Fawzy 15
evident in Al Jazeera Pirate Fishing, ‘is part of the project of reshaping social relations
and our priorities for the neoliberal order’ (Ledin and Machin, 2018: 21). Relying on
convergent discourses, employing affective immersion and mixing different semiotic
modes, the marketization functions in Pirate are then evident with ‘the hybridization of
discourse practices, the subordination of meaning to effect, and [the change in] the mode
of signification’ (Fairclough, 1993: 153).
Studying the roles of users in ‘a media environment where the boundaries between
commerce, content and information are currently being redrawn’ (van Dijk, 2009: 42) is
important to tell about the socio-economic and technological transformations affecting
the journalistic industries. Gamification as a new journalistic practice enacts ‘audience
reconfigurations’ (Ferrer Conill and Karlsson, 2015: 357) as audience/users are empow-
ered to assume the role of investigative journalists. News technologization in the domain
of Pirate marks another significant process of convergence; the news users are converged
with the journalists. The gamification essence, then, is the professional experience of
being an investigative reporter offered to the users. As such, gamification, in the context
of Pirate, entails a revolutionary shift not only in the conceptualization of news but also
in the representation of the news users’ identity. Pirate landscape commodifies the identi-
ties and practices of media consumers, providing them with new participatory possibili-
ties and new identities such as ‘senior reporter’, ‘activist’, ‘city explorer’, ‘corruption
investigation’, ‘ship spotter’, ‘technology expert’ and ‘undercover specialist’. Furthermore,
Pirate ludic interface not just enables users to establish their own reading path, rather, it
makes them perform ‘new media rituals’ (Ferrer Conill and Karlsson, 2015: 13) of com-
pleting ‘stages’ and ‘steps’ to acquire ‘badges’ and ‘points’ as news ‘players’. It mar-
ketizes the news experience by empowering the user to assume the role of a journalist and
to have a say in not just the sequence but also the coherence of the events. Moreover, the
rewarding system of Pirate reconfigures the motivation behind news consumption shift-
ing it from the habit of informing oneself to a more competitive activity. This opens a
space for the emergence of a neoliberal news user who conceptualizes the neoliberal val-
ues of ‘calculative rationality’, ‘self-entrepreneurship’ and ‘sovereign consumer’.
News discourse in Pirate is conversationalized through the use of personal pronouns,
verb moods and comment adjuncts. The recurrent use of the second person pronoun
‘you’ and ‘we’ reveals how the games interface speaks directly to the users and how the
users are invited to be engaged in a personalized game experience. As for the use of
imperatives, it highlights the ways in which the ludic interface of Pirate directs the users
to perform certain actions. This personalization style in addressing audience directly is
commonly used in advertising practice (Fairclough, 1993). This conversationalizing
technique is regarded by Fairclough as a type of commodification of public discourse.
To this end, it can be argued that Pirate Fishing marks a ‘semiotic moment of change’
(Fairclough, 2007) in the journalistic practices. The thesis of this study is that news
gamification is a step towards neoliberal journalism.
Conclusion
News gamification is established in this study as a clear example of the neoliberal colo-
nization of journalism. Embraced by neoliberal values and beliefs, news gamification
16 Discourse & Communication 00(0)
turns towards a redefinition of the journalism discipline with much focus on user’s
immersiveness, interaction and engagement. The marketization process of public dis-
course, according to Fairclough (1993), entails three aspects of contemporary communi-
cation: ‘technologization’, ‘conversationalization’ and ‘commodification’. These three
aspects are found in this study as discursive strategies that help in reproducing a dis-
course of neoliberalism. Furthermore, Fairclough (2007) stresses the importance of con-
ducting semiotic researches to underline the relations between semiosis and other
‘moments’ of the social process. To this end, this study has examined as well how the
affordances of the ludic semiosis are operationalized in Pirate to echo neoliberal ration-
ality. Gamified news discourse is not a mere multimodal medium that incorporates ver-
bal, audio and visual narrative; rather, it borrows from video games its distinctive
language of the ludic design and ludic interactive dynamics to convey meaning. In this
regard, this article is drawn on Pérez-Latorre’s (2015) analytical model for exploring the
structures and processes of the ludic design. Studying the ludic design of Pirate has
helped in understanding how communication operates within this game-like news.
The article has investigated the discursive strategies and semiotic affordances made
available by the Al Jazeera gamified news interface. It has examined the meaning poten-
tials instantiated by the ludic interface and the user’s interaction with and acting upon it.
It is found that gamification reconfigures news consumption by engaging, empowering
and even changing the identity of the users, turning them into players and investigative
journalists. It is found as well that gamified news interface personalizes news discourse
in the process of commodifying and marketizing it. This notion is interpreted in light of
Fairclough’s (1993) marketization of public discourse. As shown in the case study, the
ludic interface conversationalizes the news-making process, reflecting upon the neolib-
eral values of ‘calculative rationality’, ‘self-entrepreneurship’, ‘minimalism’, ‘aesthetic
preferences’, ‘individualism’, ‘sovereign consumer’ and ‘personal responsibility’.
This new journalistic practice marks a shift from composition to design in the process
of technologizing news production. News gamification marks a significant change in the
resources which were traditionally used in news-meaning making. This new form of
communication prompts new discursive and semiotic competencies. Within the games
world, the focus is now shifted from the structuring of the text to the structuring of the
news engagement and interaction resources. Pirate empowers the users/players to do the
story and investigation themselves. In this sense, news gamification reconfigures the role
of news users. The study argues that the news message of the game-like news is concep-
tualized by the player’s interaction with the ludic interface. Pirate users are perceived in
this study as semiotic resources that have input and a say in the news-making process and
the unfolding of the news content. What is newly presented in the news gamification
environment is the involvement of the player into the ongoing events while being
assigned the social responsibility of proceeding into the investigation processes. This
brings to the emergence of a neoliberal news user.
Concerning the adopted methodological approach, it raises a number of opportuni-
ties for future research, in terms of studying the new journalistic practices of news
gamification. That is, it is shown that synthesizing semiotics with discourse analysis has
the potential to shed further insights on the changes in journalism. Further studies are
Magdi Fawzy 17
required to examine how news gamification entails for the concepts of news values,
impartiality and truth.
Funding
The author(s) received no financial support for the research, authorship and/or publication of this
article.
Note
1. The rest of the list proposed by Hunicke et al. (2004) includes challenge, game as obstacle
course; discovery, game as uncharted territory; submission, game as pastime; and expression,
game as self-discovery.
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Author biography
Rania Magdi Fawzy is a Lecturer at the College of Language & Communication (CLC), Arab
Academy for Science, Technology and Maritime Transport. Her areas of research interest include
critical discourse analysis, social semiotics, multimodality and translation. She is also interested in
interdisciplinary approaches to political, cultural and new media studies. Her recent published
papers are as follows:
Fawzy RM (2019) Aestheticizing suffering: Evaluative stance in pulitzer-winning photos of refu-
gees’ crisis in Europe. Discourse Context Media 28: 69–78.
Fawzy RM (2018) A tale of two squares: Spatial iconization of the Al Tahrir and Rabaa protests.
Visual Communication. Epub ahead of print 9 October 2018. DOI: 10.1177/1470357218803395.