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The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies
2007
Journal:  
Public Journal of Semiotics
Author:  
Abstract:

The paper analyzes the effect of immersion in digital games using the theoretical apparatus of game theory. The paper illustrates interactive operations and the cause and effect relationship between player and designer, explaining the importance of strategic decision-making and pathing in player immersion. It considers the game function of creating a virtual world and proposes the idea that digital games are not just computer-mediated communication to the player. These games are games of “the moment”, like the game Chicken, and played with apparently great emotion, intelligence, and physical dexterity, although represented in software form. The relationship between the player and the computer is one of sign exchange, precisely the one that semiotics calls semiosis. The paper concludes that the personal achievement of individual players (end-users) accounts for the phenomenon of deep immersion in digital games. Not virtuality, but virtuosity is the strong force in digital game playing. Downloads PDF Published 2007-07-01 How to Cite Neiva, E., & Romano, C. (2007). The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies. Public Journal of Semiotics, 1(2), 31–49. https://doi.org/10.37693/pjos.2007.1.8819 More Citation Formats ACM ACS APA ABNT Chicago Harvard IEEE MLA Turabian Vancouver Download Citation Endnote/Zotero/Mendeley (RIS) BibTeX Issue Vol. 1 No. 2 (2007) Section Articles Make a Submission Make a Submission Information For Readers For Authors For Librarians PJOS (Public Journal of Semiotics) is a multidisciplinary Open Access Journal and is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

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2007
Author:  
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2007
Author:  
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Public Journal of Semiotics

Field :   Sosyal, Beşeri ve İdari Bilimler

Journal Type :   Ulusal

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Public Journal of Semiotics