Within both game studies and development communities, it is often argued that a game’s processes (rules and goals) are of primary significance when considering a game’s meaning. In opposition to this position, some claim that this approach denies player subjectivity by ignoring the dynamic, culturally-embedded ways in which players create, rather than receive, meaning through play. This paper clarifies the proceduralist position by exploring a notion of the procedural that necessarily includes the individual player as part of a circuit in which a computational machine is able to operate meaningfully. From this point, procedural rhetoric is reframed in the language of semiotics to demonstrate that the proceduralist position respects player a...
The subject of research is the procedural narrative. Procedural narrative is the way of generating ...
This paper expands Ian Bogost’s (2007) procedural rhetoric by broadening the rhetorical view of game...
The aim of this paper is to explore how Peirce’s trichotomy of symbolic, indexical and iconic repres...
Newsgames and artgames, two genres in which designers wish to communicate messages to players, often...
What a videogame is about is not easy to say. While existing theoretical approaches can help us unde...
How do games express meaning and participate in societal development? A significant contribution to ...
Computer game technology produces compelling ‘immersive environments’ where our digitally-native you...
What is the difference between a game and life? Is the game really ending when we go back to our eve...
Contemporary media and arts often deploy computational systems to develop complex algorithmic experi...
We propose the term procedural cultural sign systems generation to help define the emergent practice...
In prior work, we proposed the model of cardboard semiotics. The model applies the use of semiotics ...
An important question for video game research is how to characterize the video game experience. One ...
This thesis establishes a theoretical framework for understanding virtual spaces and roleplaying in ...
[Abstract] The debate on the most heuristic methodology for an academic study of competitive practic...
This formalist enquiry concerns the implementation of structures that abstractly approximate real-wo...
The subject of research is the procedural narrative. Procedural narrative is the way of generating ...
This paper expands Ian Bogost’s (2007) procedural rhetoric by broadening the rhetorical view of game...
The aim of this paper is to explore how Peirce’s trichotomy of symbolic, indexical and iconic repres...
Newsgames and artgames, two genres in which designers wish to communicate messages to players, often...
What a videogame is about is not easy to say. While existing theoretical approaches can help us unde...
How do games express meaning and participate in societal development? A significant contribution to ...
Computer game technology produces compelling ‘immersive environments’ where our digitally-native you...
What is the difference between a game and life? Is the game really ending when we go back to our eve...
Contemporary media and arts often deploy computational systems to develop complex algorithmic experi...
We propose the term procedural cultural sign systems generation to help define the emergent practice...
In prior work, we proposed the model of cardboard semiotics. The model applies the use of semiotics ...
An important question for video game research is how to characterize the video game experience. One ...
This thesis establishes a theoretical framework for understanding virtual spaces and roleplaying in ...
[Abstract] The debate on the most heuristic methodology for an academic study of competitive practic...
This formalist enquiry concerns the implementation of structures that abstractly approximate real-wo...
The subject of research is the procedural narrative. Procedural narrative is the way of generating ...
This paper expands Ian Bogost’s (2007) procedural rhetoric by broadening the rhetorical view of game...
The aim of this paper is to explore how Peirce’s trichotomy of symbolic, indexical and iconic repres...