Simulation as play: a semiotic analysis
Simulation and Gaming - Special issue: play and simulation/gaming
Game Design: Theory and Practice
Game Design: Theory and Practice
Character Development and Storytelling for Games (Game Development Series)
Character Development and Storytelling for Games (Game Development Series)
First Person: New Media as Story, Performance, and Game
First Person: New Media as Story, Performance, and Game
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Game Writing: Narrative Skills for Videogames (Charles River Media Game Development (Paperback))
Game Writing: Narrative Skills for Videogames (Charles River Media Game Development (Paperback))
Game Architecture and Design: A New Edition
Game Architecture and Design: A New Edition
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
ACM SIGGRAPH ASIA 2009 Educators Program
Using semiotic grammars for the rapid design of evolving video game mechanics
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
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In this paper, we propose the technique of cardboard semiotics. We explain the importance of symbolic analysis as a tool for building narrative prototypes in videogames. Borrowing from the participatory design work in the early 1990s, we suggest a means for adapting and extending this work based on the implicit participation of gamers' immediate-level stories (i.e., the gameplay with narrative implications). Our paper first introduces the concept of semiotics and explains how cardboard semiotics can function as an applied technique within the domain of videogame design and development. Next, we propose a theoretical basis for our work using a simple three act narrative structure and explore some basic concepts from narrative game design. Finally, we conclude with some simple examples of how cardboard semiotics might function in a design environment.