在线视频游戏中可能世界的发展

IF 0.9 3区 社会学 0 HUMANITIES, MULTIDISCIPLINARY Semiotica Pub Date : 2023-05-22 DOI:10.1515/sem-2019-0037
Yunus Luckinger
{"title":"在线视频游戏中可能世界的发展","authors":"Yunus Luckinger","doi":"10.1515/sem-2019-0037","DOIUrl":null,"url":null,"abstract":"Abstract 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.","PeriodicalId":47288,"journal":{"name":"Semiotica","volume":"1 1","pages":"119 - 131"},"PeriodicalIF":0.9000,"publicationDate":"2023-05-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The development of possible worlds in an online video game\",\"authors\":\"Yunus Luckinger\",\"doi\":\"10.1515/sem-2019-0037\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract 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.\",\"PeriodicalId\":47288,\"journal\":{\"name\":\"Semiotica\",\"volume\":\"1 1\",\"pages\":\"119 - 131\"},\"PeriodicalIF\":0.9000,\"publicationDate\":\"2023-05-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Semiotica\",\"FirstCategoryId\":\"90\",\"ListUrlMain\":\"https://doi.org/10.1515/sem-2019-0037\",\"RegionNum\":3,\"RegionCategory\":\"社会学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"HUMANITIES, MULTIDISCIPLINARY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Semiotica","FirstCategoryId":"90","ListUrlMain":"https://doi.org/10.1515/sem-2019-0037","RegionNum":3,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"HUMANITIES, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 0

摘要

随着科技的发展,电子游戏变得越来越逼真,与现实世界难以区分。在这方面,本文采用符号学方法来更好地理解电子游戏中的可能世界是如何被创造出来的,将它们置于一个连续体中,这表明可能世界的发展是基于我们在现实世界中所面对的现实。一款名为《Player Unknown’s Battle Grounds》的电子游戏被用来展示一种新的分析方法,即每个电子游戏都是在自己的可能世界中创造出来的,而这个世界是通过选择和组合来自现实世界的实体而创造出来的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
The development of possible worlds in an online video game
Abstract 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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Semiotica
Semiotica Multiple-
CiteScore
1.30
自引率
37.50%
发文量
65
期刊介绍: Semiotica, the Journal of the International Association for Semiotic Studies, founded in 1969, appears in five volumes of four issues per year, in two languages (English and French), and occasionally in German. Semiotica features articles reporting results of research in all branches of semiotic studies, in-depth reviews of selected current literature in this field, and occasional guest editorials and reports. From time to time, Special Issues, devoted to topics of particular interest, are assembled by Guest Editors. The publishers of Semiotica offer an annual prize, the Mouton d"Or, to the author of the best article each year. The article is selected by an independent international jury.
期刊最新文献
An edusemiotic approach to teaching intonation in the context of English language teacher education Cultural semiotics for mathematical discourses Cultivating critical language awareness: unraveling populism in Trump’s inaugural address Computer creates a cat: sign formation, glitching, and the AImage Ethnosemantic analysis of binary oppositions in toposystems
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1