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Narrating machines and interactive matrices: a semiotic common ground for game studies

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Authors: Ferri Gabriele
Source: Situated Play
Tokyo: The University of Tokyo, September, 2007
Pages: 466--473
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Abstract:

Between playing a game and enjoying a narration there is a semiotic and semantic common ground: interpretation and meaning-making. A semiotic methodology to describe situated gaming practices will be presented in three phases. At first, the intuitive concept of "meaning" will be discussed and substituted by the generative semiotic notion of "content". Then the structuralist semiotic notion of "text" will be criticized and substituted by the the concept of "interactive matrix" and "game-text", referring also to Rastier's differential semantics, Peirce's diagrams and other recent proposals in semantics of perception. Situated gaming practices will be the focal point of the last part of this paper, showing how these practices and the game-text mutually influence and modify each other during interpretation and meaning-making.

Keywords: Semiotics, semantics, Eco, Rastier, structuralism, interpretation, meaning, narrative