What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Cardboard semiotics: reconfigurable symbols as a means for narrative prototyping in game design
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Design goal-oriented level design
ACM SIGGRAPH 2011 Posters
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In prior work, we proposed the model of cardboard semiotics. The model applies the use of semiotics (the study of signs and symbols and their interpretations) as a conceptual prototyping tool for game story development. In this paper we adapt the theoretical principle of cardboard semiotics towards an engineered formalism for the design of game mechanics. We first provide a brief introduction to video game literacy, a key method of semiotic analysis, and examples of the new approach by looking at its application in the design of Real-Time Strategy (RTS) and First-Person Shooter (FPS) games. We then use generalized semiotic grammars, or methods for composing symbolic sentences, to expose the underlying frameworks of popular commercial games to show how games can be re-imagined in other contexts through the semiotic technique of structural analysis.