Communicating Game Feedback through Pictorial Means: A Case Study of the Game Among Ripples
2013 (Engelska)Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hp
Studentuppsats (Examensarbete)
Abstract [en]
This thesis studies how one can convey meaning in games by utilising pictorial feedback alone. With the help of Peircean visual semiotics the signs for the case study Among Ripples are assembled and later analysed in detail. As a subtopic the thesis also explores if it is possible to embed pictorial feedback into the game world instead of having it superimposed. The results showed that it is possible to convey some feedback with pictorial means alone, and that the entry points for understanding are not the same between different people. They look at different cues from the pictorial feedback constructed.
Ort, förlag, år, upplaga, sidor
2013. , s. 51
Nyckelord [en]
Pictorial feedback in games, Peircean visual semiotics, graphical user interface, embedded game feedback
Nyckelord [sv]
Piktografisk feedback i spel, Peirceisk visuell semiotik, grafiskt användargränssnitt, inbäddad feedback
Nationell ämneskategori
Design Medieteknik
Identifikatorer
URN: urn:nbn:se:hgo:diva-1955OAI: oai:DiVA.org:hgo-1955DiVA, id: diva2:631575
Externt samarbete
Oskar Thysell
Ämne / kurs
Speldesign (HGO)
Utbildningsprogram
Speldesign och grafik, 180 hp (HGO)
Handledare
Examinatorer
2013-08-152013-06-212018-01-11Bibliografiskt granskad