Posts Tagged ‘The Semiotics of Video Games’
Friday, January 7th, 2011
We have two facebook groups for those interested in semiotics, contemporary art and video games:
- The Semiotics of Video Games facebook group, created at the occasion of this project. The group is all about the production of meaning in video games: how does it work, what is the message, how does it relate to our everyday cultural reality?
- The Game Art facebook group focuses on its part on contemporary art inspired by videogames.
Tags: art, curation, philosophy, semiotics, The Semiotics of Video Games, video games
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Saturday, June 5th, 2010

- Videogames open a new domain for persuasion: procedural rhetoric, “the art of persuasion through rule-based representations and interactions”.
- “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.”
- “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 ‘read’ though direct engagement and criticism.”
Tags: algorithms, books, culture, narrative, postmodernism, semiotics, The Semiotics of Video Games, video games
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Sunday, May 9th, 2010

The world as a gamespace:
- “There is no idle time in The Sims”.
- “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”.
- “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”.
Algorithms:
- “What is distinctive about games is that they produce for the gamer an intuitive relation to the algorithm”.
Tags: algorithms, books, culture, narrative, philosophy, postmodernism, semiotics, The Semiotics of Video Games, video games
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Sunday, May 9th, 2010

- 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:
- “A fundamental function of narrative is that of providing a way of comprehending space, time, and causality”.
- “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”.
Tags: books, culture, place, semiotics, space, The Semiotics of Video Games, video games
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