{"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}
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.
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.