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Semiotics and Systems

Semiotics and Systems. Assigned readings: Chapters 4 & 5 (Rules of Play Book). Dr. H é ctor Mu ñ oz-Avila. Semiotics (not “ symbology ”). The study of how meanings are made Created by a linguist Ferdinand de Saussure (early 1900s) Example: symbols in rock-paper-scissors

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Semiotics and Systems

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  1. Semiotics and Systems • Assigned readings: • Chapters 4 & 5 (Rules of Play Book) Dr. Héctor Muñoz-Avila

  2. Semiotics(not “symbology”) • The study of how meanings are made • Created by a linguist Ferdinand de Saussure (early 1900s) • Example: symbols in rock-paper-scissors • Another examples: classes in a game (mage, warrior) • What does a “mage” represents? And a warrior? • Four semiotic concepts: • Sign represents something other than itself • Signs are interpreted • Meaning results when a sign is interpreted • Context shapes interpretation

  3. Sign represents something other than itself • What is the meaning of “O” in Tic-Tac-Toe? • Another Example: “!” • Games use signs to denote actions and outcome(falling king in chess, this one) • Chains of signifiers: sequences of signs • Examples? • Words (sequences of characters)

  4. Signs are interpreted • Signs are assigned meaning because of surrounding context not because of the signs themselves • Players are active interpreters of signs in games • Example:

  5. Meaning results when a sign is interpreted • A sign stands for something to somebody in some aspect or capacity • Other example: the role of a warrior or a mage in an MMO game • And perceived meaning is controversial (designer versus some players) • Paladins in WOW: clerics or holy warriors?

  6. Context shape interpretation • Designer creates a context for the participant from which meaning emerges • Classical example: word in a phrase • Structure: set of regulations or guidelines that prescribe how signs are interpreted (example)

  7. Licensing popular lore Create own lore Use popular lore Side Track: Lore: Designing ContextPay for a License or Not Advantages/disadvantages of picking one over the other one?

  8. Systems: Various Definitions • A group of interrelated elements forming a complex whole (biological systems) • A functionally related group of elements or components (computer) • An organized set of ideas or principles (government) • Commonality of these definitions: Parts  Whole • Is a game a system?

  9. Elements of a System • Parts affect one another within an environment • Forming a pattern that is different from its parts • Four parts of a system • Objects • Attributes (properties) • Internal relationships • Environment • 3 dimensions • Formal system • Experiential system • Cultural system

  10. Elements of a System • Example: Chess The game as a whole Pieces, board The players Rules: moving pieces, win, draw, capture Pieces player controls Simulated warfare Strategic interaction, psychological Pawn vsking Queen vs king Actual positions: defend, threat Context of play: I am smarter than u! Big Blue, Larry King, Gary Kasparov Actual game play • Another example: Space Invaders! (culture) • Other examples (Game   Culture)?

  11. Framing Systems • Hierarchical and interrelated dimensions • Formal rules are embedded in a system of play • System of play is embedded in the culture • Example 1: Videogames in Germany • Example 2: • GTA controversy: • culture or stereotype? • Fiction or reality? • Influence behavior? So designing a game is more than just defining rules because these rules are experienced with in a cultural context

  12. Open and Close Systems • Closed system: no interchange with the environment • Chess as a formal system • Open system: affects and is affected by environment • Chess as a cultural system • The experiential system is both open and closed

  13. Administrative • Design Analysis: groups   games

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