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GAME CULTURE #2: SEMIOTICS OF VIDEO GAMES

Massimo Maietti



 

How do video games work, and what happens when we play them? The purpose of the Semiotics of Video Games is to decipher the language through which video games and players exchange information and values, seduce and come into conflict, giving rise to the phenomenon of interaction. Video games are examined from a semiotic perspective, with the aim of developing both a general theory of ludic textuality and a practice for analyzing individual video games.


Reworking a broad plurality of theoretical perspectives (Greimas's generative semiotics, Eco's interpretative semiotics, Landowski's sociosemiotics, reflections on semisymbolic, Pavel and Dole's semiotics of possible worlds, the semiotics of passions, hypertextual literary theory, Culler's deconstructionism, and Rorty's neopragmatism) and combining them within a unified analytical proposal, Semiotics of Video Games offers an original approach that accounts for the textual structures of video games as well as the pragmatic dimension of their reception, aiming to contribute to the foundation of the theoretical paradigm of interactivity.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

Italian

Paperback


9788840019451

2017

185

OTHER NAMES

  • SEMIOTICA DEI VIDEOGIOCHI

 

TAGS


Publishers: #EdizioniUnicopli (Edizioni Unicopli)

Languages: #Italian

Format: #Paperback

Accessibility: N/A

Year: #Year2017

Genres: #GameStudies


Companies:

N/A


Public Figures:

N/A


Games:

N/A


Misc:

#UnicopliGameCulture (Game Culture #2)


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