THE PLAY PERSONALITIES PURSUANT TO THE INTERPRETANTS IN PEIRCE´S SIGN THEORY

R. Tavares, Rui Pedro Lopes
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Abstract

The experience in digital gaming is usually expressed in a very generic way. Therefore, in order to accurately collate the studies of gamer experience, this paper seeks to assess gaming experiences in both digital and non-digital environments through potential player personalities, how their gaming is structured, and what games meet the needs of certain personalities. Such research will not only be beneficial in terms of creating new games or interfaces, but it will also benefit a wider host of professionals such as psychologists and teachers who are constantly seeking ways to meet the needs of a very diverse audience. The methodology is qualitative and stems from the personalities proposed by Stuart Brown whilst being driven by Peirce’s semiotics, and observing games and players through their Interpretants Immediate, Dynamical and Final. In the likely continuation of this study, we intend to confirm these possibilities through interviews and known examples.
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根据皮尔斯符号理论的解释,对戏剧个性进行了分析
数字游戏中的体验通常以一种非常通用的方式表达。因此,为了准确地整理关于玩家体验的研究,本文试图通过潜在的玩家个性,他们的游戏结构以及哪些游戏能够满足特定个性的需求来评估数字和非数字环境中的游戏体验。这样的研究不仅有利于创造新游戏或界面,也有利于更广泛的专业人士,如心理学家和教师,他们一直在寻找满足不同用户需求的方法。该方法是定性的,源于Stuart Brown提出的个性,同时受到Peirce符号学的推动,并通过他们的解释器即时,动态和最终来观察游戏和玩家。在本研究可能的延续中,我们打算通过访谈和已知的例子来证实这些可能性。
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DESIGN DE UM APLICATIVO PARA O ENSINO DE INGLÊS PARA CRIANÇAS THE PLAY PERSONALITIES PURSUANT TO THE INTERPRETANTS IN PEIRCE´S SIGN THEORY PORTAI$: SERIOUS GAME FOR FINANCIAL LITERACY IN BRAZIL UMA PROPOSTA DE JOGO EM DUAS ETAPAS PARA CONHECER A COMPUTAÇÃO OS ADVERGAMES AURORA AVENTURAS E TRAMONTINA TROTTER RACE: CARACTERÍSTICAS DISTINTAS, MESMOS OBJETIVOS
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