Price, Colin ORCID: https://orcid.org/0000-0002-2173-9897, Moore, June S. and Kuzma, Joanne (2009) Deconstruction-reconstruction of Computer Game and Immersive Environment Semiotics. The eWiC Series: Proceedings of the Electronic Visualisation and the Arts Conference (EVA 2009). pp. 249-259. ISSN 1477-9358
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Abstract
Computer game technology produces compelling ‘immersive environments’ where our digitally-native youth play and explore. Players absorb visual, auditory and other signs and process these in real time, making rapid choices on how to move through the game-space to experience ‘meaningful play’. How can immersive environments be designed to elicit perception and understanding of signs? In this paper we explore game design and gameplay from a semiotic perspective, focusing on the creation of meaning for players as they play the game. We propose a theory of game design based on semiotics.
Item Type: | Article |
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Additional Information: | The full-text can be accessed via the official URL. |
Uncontrolled Discrete Keywords: | immersive environments, semiotics, computer game technology |
Subjects: | T Technology > T Technology (General) |
Divisions: | College of Business, Psychology and Sport > Worcester Business School |
Related URLs: | |
Copyright Info: | Open access article |
Depositing User: | Tanya Buchanan |
Date Deposited: | 19 Aug 2016 08:39 |
Last Modified: | 17 Jun 2020 17:13 |
URI: | https://worc-9.eprints-hosting.org/id/eprint/4814 |
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