Title
Using Semiotic Grammars For The Rapid Design Of Evolving Video Game Mechanics
Abstract
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. © 2010 ACM.
Publication Date
9-9-2010
Publication Title
Proceedings - Sandbox 2010: 5th ACM SIGGRAPH Symposium on Video Games
Number of Pages
25-30
Document Type
Article; Proceedings Paper
Personal Identifier
scopus
DOI Link
https://doi.org/10.1145/1836135.1836139
Copyright Status
Unknown
Socpus ID
77956282206 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/77956282206
STARS Citation
Vick, Erik Henry; McDaniel, Rudy; and Jacob, Stephen, "Using Semiotic Grammars For The Rapid Design Of Evolving Video Game Mechanics" (2010). Scopus Export 2010-2014. 1023.
https://stars.library.ucf.edu/scopus2010/1023