Title
Cardboard Semiotics: Reconfigurable Symbols As A Means For Narrative Prototyping In Game Design
Abstract
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. © 2009 ACM.
Publication Date
11-30-2009
Publication Title
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, Sandbox '09
Number of Pages
87-94
Document Type
Article; Proceedings Paper
Personal Identifier
scopus
Copyright Status
Unknown
Socpus ID
70450283948 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/70450283948
STARS Citation
McDaniel, Rudy; Vick, Erik Henry; and Telep, Peter, "Cardboard Semiotics: Reconfigurable Symbols As A Means For Narrative Prototyping In Game Design" (2009). Scopus Export 2000s. 11466.
https://stars.library.ucf.edu/scopus2000/11466