The Semiotics of Video Games

(2011)
  Copy   BIBTEX

Abstract

What is the difference between a game and life? Is the game really ending when we go back to our everyday activities? Or could The Sims video game not be a good representation of our existence? It is with these questions in mind that I decided to explore the interdependence that exists between our everyday cultural reality and the rhetoric manifesting itself in video games. This paper introduces some of the key concepts used in the semiotics of video games and attempts to articulate them in a single frame. It is a short introduction to storyworlds, procedural rhetoric and gamespace.

Author's Profile

Analytics

Added to PP
2013-09-21

Downloads
896 (#15,210)

6 months
208 (#12,717)

Historical graph of downloads since first upload
This graph includes both downloads from PhilArchive and clicks on external links on PhilPapers.
How can I increase my downloads?