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Invisible threads: semiotics of gameplay

Arzani, Babak (2024)

 
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Arzani, Babak
2024
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024121235020
Tiivistelmä
This paper began with a question about how games evoke the desired feeling in players. To answer this question, the thesis explored how ludologists task gameplay to evoke feelings in players, what constitutes gameplay and how it is communicated to players.
Literature review was used to erase ambiguities surrounding certain video-game terminology and identifying what elements shape gameplay. With the help of a case study, these elements were further scrutinized, and the thesis further proposed that effective communication of these elements is crucial for guiding players towards the intended gameplay experience. Using semiotics and comparative studies, this thesis then examined how designers communicate to players using specific signs and procedures.
Ultimately, the thesis concludes that to evoke the intended feeling of a game, designers must tweak gameplay elements, and more importantly communicate those elements to players. While games may not have a language in the traditional sense, they possess a system of communication that designers use to guide players towards the desired experience. The elements that shape gameplay and its grammar are invisible threads that guide players to play the game according to the design.
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