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      DECONSTRUCTION-RECONSTRUCTION OF COMPUTER GAME AND IMMERSIVE ENVIRONMENT SEMIOTICS

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      Electronic Visualisation and the Arts (EVA 2009) (EVA)

      Electronic Visualisation and the Arts

      6 - 8 July 2009

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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.

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          Author and article information

          Contributors
          Conference
          July 2009
          July 2009
          : 249-259
          Affiliations
          Computing at the Worcester Business School

          University of Worcester

          Henwick Grove, Worcester, UK

          http://www.worc.ac.uk/departs/bm_it/colin/index.htm
          Article
          10.14236/ewic/EVA2009.30
          © Colin B. Price et al. Published by BCS Learning and Development Ltd. Electronic Visualisation and the Arts (EVA 2009), London, UK

          This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

          Electronic Visualisation and the Arts (EVA 2009)
          EVA
          London, UK
          6 - 8 July 2009
          Electronic Workshops in Computing (eWiC)
          Electronic Visualisation and the Arts
          Product
          Product Information: 1477-9358BCS Learning & Development
          Self URI (journal page): https://ewic.bcs.org/
          Categories
          Electronic Workshops in Computing

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