<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Curated matter &#187; The Semiotics of Video Games</title>
	<atom:link href="http://curatedmatter.org/tag/the-semiotics-of-video-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://curatedmatter.org</link>
	<description>Curator of artefact based exhibitions, catalyser of social innovation.</description>
	<lastBuildDate>Sun, 13 Jun 2010 07:43:29 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Quotations from &#8220;Persuasive Games&#8221; by Ian Bogost</title>
		<link>http://curatedmatter.org/2010/06/05/quotations-from-persuasive-games-by-ian-bogost/</link>
		<comments>http://curatedmatter.org/2010/06/05/quotations-from-persuasive-games-by-ian-bogost/#comments</comments>
		<pubDate>Sat, 05 Jun 2010 10:05:51 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
				<category><![CDATA[curated matter]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[semiotics]]></category>
		<category><![CDATA[The Semiotics of Video Games]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://curatedmatter.org/?p=807</guid>
		<description><![CDATA[

Videogames open a new domain for persuasion: procedural rhetoric, &#8220;the art of persuasion through rule-based representations and interactions&#8221;.
&#8220;When we create videogames, we are making claims about processes in the human experience, which ones we celebrate, which ones we ignore, which ones we want to question.&#8221;
&#8220;Videogame players develop procedural literacy though interacting with the abstract models [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: right; background-color: #9921f2;"><a href="http://curatedmatter.org/the-semiotics-of-video-games/"><img class="alignnone size-full wp-image-498" style="border-left: thick solid #FFFFFF;" title="the-semiotics-of-video-game" src="http://curatedmatter.org/wp-content/uploads/2010/01/the-semiotics-of-video-game.jpg" alt="The semiotics of Video Games" width="630" height="100" /></a></p>
<ul>
<li>Videogames open a new domain for persuasion: procedural rhetoric, &#8220;the art of persuasion through rule-based representations and interactions&#8221;.</li>
<li>&#8220;When we create videogames, we are making claims about processes in the human experience, which ones we celebrate, which ones we ignore, which ones we want to question.&#8221;</li>
<li>&#8220;Videogame players develop procedural literacy though interacting with the abstract models of specific real or imagined processes presented in the games they play. Videogames teach biased perspectives about how things work. And the way they teach such perspectives is through procedural rhetorics, which players &#8216;read&#8217; though direct engagement and criticism.&#8221;</li>
<li>&#8220;Serious games are videogames created to support the existing and established interests of political, corporate, and social institutions. Seriousness helps create an opposition to triviality, positioning the goals of government, business, and educational institutions against those of entertainment. &#8221;</li>
</ul>
<p>Read more in the book: <a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=11152">Persuasive Games</a> by Ian Bogost</p>
<p><a class="a2a_dd addtoany_share_save" href="http://www.addtoany.com/share_save?linkurl=http%3A%2F%2Fcuratedmatter.org%2F2010%2F06%2F05%2Fquotations-from-persuasive-games-by-ian-bogost%2F&amp;linkname=Quotations%20from%20%26%238220%3BPersuasive%20Games%26%238221%3B%20by%20Ian%20Bogost"><img src="http://curatedmatter.org/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share/Bookmark"/></a></p>]]></content:encoded>
			<wfw:commentRss>http://curatedmatter.org/2010/06/05/quotations-from-persuasive-games-by-ian-bogost/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Quotations from &#8220;Gamer Theory&#8221; by McKenzie Wark</title>
		<link>http://curatedmatter.org/2010/05/09/quotations-from-gamer-theory-by-mckenzie-wark/</link>
		<comments>http://curatedmatter.org/2010/05/09/quotations-from-gamer-theory-by-mckenzie-wark/#comments</comments>
		<pubDate>Sun, 09 May 2010 02:15:33 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
				<category><![CDATA[curated matter]]></category>
		<category><![CDATA[algorithms]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[philosophy]]></category>
		<category><![CDATA[semiotics]]></category>
		<category><![CDATA[The Semiotics of Video Games]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://curatedmatter.org/?p=696</guid>
		<description><![CDATA[
The world as a gamespace:

&#8220;There is no      idle time in The Sims&#8221;.
&#8220;Work becomes a      gamespace, but no games are freely chosen anymore. Play becomes everything      to which it was opposed. It is work, serious, morality, necessity&#8221;.
&#8220;The utopian    [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: right; background-color: #9921f2;"><a href="http://curatedmatter.org/the-semiotics-of-video-games/"><img class="alignnone size-full wp-image-498" style="border-left: thick solid #FFFFFF;" title="the-semiotics-of-video-game" src="http://curatedmatter.org/wp-content/uploads/2010/01/the-semiotics-of-video-game.jpg" alt="The semiotics of Video Games" width="630" height="100" /></a></p>
<p>The world as a gamespace:</p>
<ul>
<li>&#8220;There is no      idle time in The Sims&#8221;.</li>
<li>&#8220;Work becomes a      gamespace, but no games are freely chosen anymore. Play becomes everything      to which it was opposed. It is work, serious, morality, necessity&#8221;.</li>
<li>&#8220;The utopian      dream of liberating play from the game, of a pure play beyond the game,      merely opened the way for the extension of gamespace into every aspect of      everyday life&#8221;.</li>
</ul>
<p>Algorithms:</p>
<ul>
<li>&#8220;What is      distinctive about games is that they produce for the gamer an intuitive      relation to the algorithm&#8221;.</li>
<li>&#8220;The game is      true in that its algorithm is consistent, but this very consistency      negates a world that is not&#8221;.</li>
<li>&#8220;Gamespace      turns descriptions into a database and storyline into navigation&#8221;.</li>
</ul>
<p>Boredom:</p>
<ul>
<li>&#8220;Boredom is      something a body does when space will not let the body enter it in a way      that transforms the body into something else, so that the body can forget      itself&#8221;.</li>
<li>&#8220;The time and      space of the topological world [gamespace] is organized around the      maintenance of boredom, nurturing it yet distracting it just enough to      prevent its implosion, from which alone might arise the counter power to      the game&#8221;.</li>
</ul>
<p>Read more in the book: <a href="http://www.futureofthebook.org/gamertheory/">Gamer Theory</a> by McKenzie Wark</p>
<p><a class="a2a_dd addtoany_share_save" href="http://www.addtoany.com/share_save?linkurl=http%3A%2F%2Fcuratedmatter.org%2F2010%2F05%2F09%2Fquotations-from-gamer-theory-by-mckenzie-wark%2F&amp;linkname=Quotations%20from%20%26%238220%3BGamer%20Theory%26%238221%3B%20by%20McKenzie%20Wark"><img src="http://curatedmatter.org/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share/Bookmark"/></a></p>]]></content:encoded>
			<wfw:commentRss>http://curatedmatter.org/2010/05/09/quotations-from-gamer-theory-by-mckenzie-wark/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Quotations from &#8220;Video Game Spaces&#8221; by Michael Nitsche</title>
		<link>http://curatedmatter.org/2010/05/09/quotations-from-video-game-spaces-by-michael-nitsche/</link>
		<comments>http://curatedmatter.org/2010/05/09/quotations-from-video-game-spaces-by-michael-nitsche/#comments</comments>
		<pubDate>Sun, 09 May 2010 02:06:32 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
				<category><![CDATA[curated matter]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[semiotics]]></category>
		<category><![CDATA[space]]></category>
		<category><![CDATA[The Semiotics of Video Games]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[Welcome to My Place]]></category>

		<guid isPermaLink="false">http://curatedmatter.org/?p=693</guid>
		<description><![CDATA[

Five conceptual planes for the analysis of game spaces:

Rule-based (algorithm, hardware)
Mediated (what appears on the screen)
Fictional (what is in the head of the player)
Play (where the player is)
Social (other players).


On narratives:

&#8220;A fundamental function of narrative is that of providing a way of comprehending space, time, and causality&#8221;.
&#8220;Narrative can be thought as systems of verbal or [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: right; background-color: #9921f2;"><a href="http://curatedmatter.org/the-semiotics-of-video-games/"><img class="alignnone size-full wp-image-498" style="border-left: thick solid #FFFFFF;" title="the-semiotics-of-video-game" src="http://curatedmatter.org/wp-content/uploads/2010/01/the-semiotics-of-video-game.jpg" alt="The semiotics of Video Games" width="630" height="100" /></a></p>
<ul>
<li>Five conceptual planes for the analysis of game spaces:
<ul>
<li>Rule-based (algorithm, hardware)</li>
<li>Mediated (what appears on the screen)</li>
<li>Fictional (what is in the head of the player)</li>
<li>Play (where the player is)</li>
<li>Social (other players).</li>
</ul>
</li>
<li>On narratives:
<ul>
<li>&#8220;A fundamental function of narrative is that of providing a way of comprehending space, time, and causality&#8221;.</li>
<li>&#8220;Narrative can be thought as systems of verbal or visual cues prompting their readers to spatialize storyworlds into evolving configurations of participants, objects and places&#8221;.</li>
<li>&#8220;Games position their evocative elements to make sure that a location is not only a visual cue or a point in coordinate system, but also can be a feared obstacle, a safe home base, or a crowning achievement&#8221;.</li>
</ul>
</li>
<li>Examples of spatial structures:
<ul>
<li>Tracks: capture, intensify, and lengthen key racing moments.</li>
<li>Labyrinths: monotonous repetition without significant differentiation.</li>
<li>Arenas: open structures with one dominating demarcation line, the surrounding enclosement. In contrast to the labyrinth, they feature few visual clues that draw attention to the place as such; they provide the canvas for a performance. They are more social than labyrinths (the labyrinth is usually the one to fight against).</li>
<li>Bridges: enablers, channels for interaction.</li>
</ul>
</li>
</ul>
<p>Read more in the book: <a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=11754" target="_blank">Video Game Spaces</a> by Michael Nitsche</p>
<p><a class="a2a_dd addtoany_share_save" href="http://www.addtoany.com/share_save?linkurl=http%3A%2F%2Fcuratedmatter.org%2F2010%2F05%2F09%2Fquotations-from-video-game-spaces-by-michael-nitsche%2F&amp;linkname=Quotations%20from%20%26%238220%3BVideo%20Game%20Spaces%26%238221%3B%20by%20Michael%20Nitsche"><img src="http://curatedmatter.org/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share/Bookmark"/></a></p>]]></content:encoded>
			<wfw:commentRss>http://curatedmatter.org/2010/05/09/quotations-from-video-game-spaces-by-michael-nitsche/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Protected: The Semiotics of Video Games: Artworks from the Internet &#8211; Jan 2010</title>
		<link>http://curatedmatter.org/2010/02/01/the-semiotics-of-video-games-artworks-from-the-internet-jan-2010/</link>
		<comments>http://curatedmatter.org/2010/02/01/the-semiotics-of-video-games-artworks-from-the-internet-jan-2010/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 17:25:12 +0000</pubDate>
		<dc:creator>bruchansky</dc:creator>
				<category><![CDATA[curated matter]]></category>
		<category><![CDATA[The Semiotics of Video Games]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://curatedmatter.org/?p=541</guid>
		<description><![CDATA[There is no excerpt because this is a protected post.]]></description>
			<content:encoded><![CDATA[<form action="http://curatedmatter.org/wp-pass.php" method="post">
<p>This post is password protected. To view it please enter your password below:</p>
<p><label for="pwbox-541">Password:<br />
<input name="post_password" id="pwbox-541" type="password" size="20" /></label><br />
<input type="submit" name="Submit" value="Submit" /></p></form>
<p><a class="a2a_dd addtoany_share_save" href="http://www.addtoany.com/share_save?linkurl=http%3A%2F%2Fcuratedmatter.org%2F2010%2F02%2F01%2Fthe-semiotics-of-video-games-artworks-from-the-internet-jan-2010%2F&amp;linkname=Protected%3A%20The%20Semiotics%20of%20Video%20Games%3A%20Artworks%20from%20the%20Internet%20%26%238211%3B%20Jan%202010"><img src="http://curatedmatter.org/wp-content/plugins/add-to-any/share_save_171_16.png" width="171" height="16" alt="Share/Bookmark"/></a></p>]]></content:encoded>
			<wfw:commentRss>http://curatedmatter.org/2010/02/01/the-semiotics-of-video-games-artworks-from-the-internet-jan-2010/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
