Trigger Happy
The Nature of Computer Games: Play As Semiosis (Digital Formations;, V. 16,)
The Nature of Computer Games: Play As Semiosis (Digital Formations;, V. 16,)
Video game values: Human-computer interaction and games
Interacting with Computers
Feeling strangely fine: the well-being economy in popular games
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
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Computer games constantly promote particular values to be adopted by their players during gameplay, but there has been little research into how this takes place. Understanding value promotion in computer games is of importance for a variety of reasons, ranging from game design to criticism. This paper presents an initial method for assessing value promotion in computer games by examining what happens when we play against the promoted values, using the semiotic square to generate oppositional playings. By analysing computer games in this way we are able to gather negative evidence for the values promoted and to examine how games do or do not facilitate oppositional play.