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Deconstruction-reconstruction of Computer Game and Immersive Environment Semiotics

Price, Colin ORCID logoORCID: 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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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
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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://eprints.worc.ac.uk/id/eprint/4814

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