Narrating machines and interactive matrices: A semiotic common ground for game studies

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8 Citations (Scopus)

Abstract

Between playing a game and enjoying a narration there is a semiotic and semantic common ground: interpretation and meaning-making. A semiotic methodology to describe situated gaming practices will be presented in three phases. At first, the intuitive concept of "meaning" will be discussed and substituted by the generative semiotic notion of "content". Then the structuralist semiotic notion of "text" will be criticized and substituted by the the concept of "interactive matrix" and "game-text", referring also to Rastier's differential semantics, Peirce's diagrams and other recent proposals in semantics of perception. Situated gaming practices will be the focal point of the last part of this paper, showing how these practices and the game-text mutually influence and modify each other during interpretation and meaning-making.

Original languageEnglish
Title of host publication3rd Digital Games Research Association International Conference
Subtitle of host publication"Situated Play", DiGRA 2007
Pages466-473
Number of pages8
Publication statusPublished - 2007
Externally publishedYes
Event3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007 - Tokyo, Japan
Duration: 24 Sep 200728 Sep 2007

Conference

Conference3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007
CountryJapan
CityTokyo
Period24/09/0728/09/07

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