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.
Content
Author and article information
Contributors
Colin B. Price
Conference
Publication date:
July
2009
Publication date
(Print):
July
2009
Pages: 249-259
Affiliations
[0001]Computing at the Worcester Business School
University of Worcester
Henwick Grove, Worcester, UK
http://www.worc.ac.uk/departs/bm_it/colin/index.htm