The Nature of Computer Games: Play as Semiosis
What is the nature of computer games, and what happens when we play them? This book describes human play as a semiotic process and computer game play as a fundamental act of human cognition, or -semiosis-. Offering one of the first fully articulated theories of computer games based on game play rather than game texts, "The Nature of Computer Games" mounts a serious challenge to literary critics, cultural theorists, and others who might assume computer game play is best understood with reference to preexisting social contexts. David Myers argues that computer game play displays a fundamentally intractable, self-reflexive structure - analogous to certain structures of thought - integral to language, consciousness, and our sense of self."
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action games action genre action-adventure games adventure games analysis anticon Asteroids Avalon Hill basic chapter character Civilization computer games cognitive common computer game genres computer game play connotative constructed context of design contextual signification definition design and play design elements determined display Doom EURISKO extended play function fundamental game context game elements game rules game units game's graphics human semiosis human signification instance interactivity iterative language limits M&M game Magic games Magic VII media theory MicroProse mimicry monsters original player-characters preexisting real-time recursive reference relationships representations result rigid-rule role-playing games role-playing genre rules context S-B system semiotic context semiotic form semiotic process semiotic system Sid Meier Sid Meier's Civilization signification process significations of contextualization significations of opposition significations of play signifier and signified similar simulations social Spacewar strategy game strategy genre structures symbols tion transformed values of novelty values of paradox wargame Wolfenstein 3D