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The development of possible worlds in an online video game

Datos Bibliográficos

ID4472508
AutoresYunus Luckinger (0000-0002-1192-8133, Arkın University of Creative Arts & Design , Girne , Cyprus, autor de correspondencia)
Año2023
Volumen2023
Número252
Páginas119-131
Fecha de publicación2023-07-26
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaSemiotica (JOURNAL)
Identificadores de la revistaISSN: 0037-1998 • E-ISSN: 1613-3692
EditorialWalter de Gruyter GmbH (PUBLISHER • DE)
DOI10.1515/sem-2019-0037
OpenAlexW4377224586
IdiomaEN
Citas recibidas1
Referencias citadas10

With the development of technology, video games have become more and more realistic and indistinguishable from the real world. In this regard, this article takes a semiotic approach to create a better understanding of how possible worlds are created in video games, placing them on a continuum, which shows that the development of possible worlds is based on the reality we face in the real world. A video game called Player Unknown's Battle Grounds is used to demonstrate a new approach to analysis, which shows that each video game is created within its own possible world that is created through the selection and combination of entities from the real world

Battle · Epistemology · Face (sociological concept) · Game art design · Game design · Game Developer · Human–computer interaction · Metaverse · Multimedia · Possible world · Selection (genetic algorithm) · Semiotics · Sociology · Turns, rounds and time-keeping systems in games · Video game · Video game design · Video game development · Virtual reality · Artificial Intelligence · Artificial Intelligence in Games · Computer Science · Digital Games and Media · History · Philosophy · Wikis in Education and Collaboration

  • La sémiotique qui étonne toujours

    Open Access•Ekaterina Velmezova, Richard Rosenbaum•Semiotica•2024

  • Myth and Meaning

    Claude Levi‐Strauss, Claude Levi-Strauss•Myth and Meaning•1978

  • Video Kids

    Eugene F Provenzo, Jr Eugene F Provenzo•Video Kids•1991

  • Playing with Power in Movies, Television, and Video Games

    Marsha Kinder•Playing with Power in Movies,…•1991

  • Toward a Cultural Theory of Gaming

    Janet Murray•Popular Communication•2006

  • Learning Real-Life Lessons From Online Games

    Open Access•Patricia G Lange•Games and Culture•2011

  • Gaming for Beginners

    Open Access•Toby Miller•Games and Culture•2006

Obras citantes distintas1
Citas por año0,5
Intervalo de citas2024 - 2024 (1)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 1
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