Oppositional play: gathering negative evidence for computer game values

Pippin Barr, Sky Marsen, James Noble

Research output: Chapter in Book/Report/Conference proceedingConference proceeding contributionpeer-review

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 languageEnglish
Title of host publicationProceedings of the Second Australasian Conference on Interactive Entertainment
EditorsYusef Pisan
Place of PublicationAustralia
PublisherIE
Pages3-10
Number of pages8
Volume123
ISBN (Print)0975153323
Publication statusPublished - 2005
Externally publishedYes
EventSecond Australasian Conference on Interactive Entertainment - Sydney
Duration: 23 Nov 200525 Nov 2005

Conference

ConferenceSecond Australasian Conference on Interactive Entertainment
CitySydney
Period23/11/0525/11/05

Keywords

  • computer game
  • value
  • interactivity
  • semiotics

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