Abstract
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.
Original language | English |
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Title of host publication | Proceedings of the Second Australasian Conference on Interactive Entertainment |
Editors | Yusef Pisan |
Place of Publication | Australia |
Publisher | IE |
Pages | 3-10 |
Number of pages | 8 |
Volume | 123 |
ISBN (Print) | 0975153323 |
Publication status | Published - 2005 |
Externally published | Yes |
Event | Second Australasian Conference on Interactive Entertainment - Sydney Duration: 23 Nov 2005 → 25 Nov 2005 |
Conference
Conference | Second Australasian Conference on Interactive Entertainment |
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City | Sydney |
Period | 23/11/05 → 25/11/05 |
Keywords
- computer game
- value
- interactivity
- semiotics