Glossary

Julian Woodstock
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引用次数: 0

Abstract

action: property of a computer based sign that can affect other signs . The ghosts in Pac Man have the action property because they can kill Pac Man. Part of the semiotic theory of interaction, introduced in Chapter 11 . See also actor sign . activity group: one of the 49 basic gameplay activities that GIL calculates values for, part of a game ’ s activity profi le , introduced in Chapter 3 . activity profi le: graph of the activity groups important to a particular game, part of activity profi ling, introduced in Chapter 3 . actor sign: a computer based sign that represents an active agent of some sort in a game. The ghosts in Pac Man are actor signs because they have permanence , transience , and action , but not handling . Part of the semiotic theory of interaction, introduced in Chapter 11 . aesthetic: the particular pleasures to be gained from a communications medium: games, fi lms, paintings, and so on. Introduced in Chapter 4 . See also agency , narrative potential , transformation , co presence , and presence . agency: the pleasure of interacting with a game, one of the aesthetic pleasures of games introduced in Chapter 4 . See also intention and perceivable consequence . attractors: content that stimulates intentions . A type of surprise that forms part of perceptual opportunities , introduced in Chapter 7 . See also connectors and rewards . challenge points: an intention we have to satisfy before we can move on in the game. Part of perceptual mapping , introduced in Chapter 7 . See also choice points , retainers , and routes . choice points: a point in the game at which we can form and choose from multiple intentions. Part of perceptual mapping , introduced in Chapter 7 . See also challenge points , retainers , and routes . code: rules that allow us to make meaning of signs in a particular medium. For example, recognizing that underlined text in a web page is a link but that underlining is only there for emphasis in a newspaper or magazine. Part of semiotic theory introduced in Chapter 10 . code of interaction: the code at the heart of gameplay, the code of compulsive repetition. At the heart of the semiotic theory of interaction, introduced in Chapter 12 . computer based signs: very low level view of the way signs in a game interact in terms of permanence , transience , handling , and action . Part of the semiotic theory of interaction, introduced in Chapter 11 . connectors: content that helps the player to retain focus on a current goal. A type of surprise that forms part of perceptual opportunities , introduced in Chapter 7 . See also attractors and rewards .
术语表
作用:基于计算机的标志的属性,它可以影响其他标志。《吃豆人》中的幽灵具有行动属性,因为它们可以杀死吃豆人。交互作用的符号学理论的一部分,在第11章中介绍。参见actor sign。活动组:GIL计算值的49个基本游戏活动之一,是游戏活动概况的一部分,在第3章中介绍。活动概况:特定游戏中重要的活动群组的图表,是活动概况的一部分,将在第3章中介绍。演员符号:一个基于计算机的符号,代表游戏中某种活跃的代理。《吃豆人》中的幽灵是演员的标志,因为它们具有持久性、短暂性和行动性,但不具备操控性。交互作用的符号学理论的一部分,在第11章中介绍。审美:从交流媒介中获得的特殊乐趣:游戏、电影、绘画等。第4章介绍。另见代理、叙事潜力、转化、共同存在和在场。代理:与游戏互动的乐趣,即第4章所介绍的游戏美学乐趣之一。参见intention和perceivable consequence。吸引因素:能够激发意图的内容。在第7章中介绍的一种构成感知机会一部分的惊喜。另请参见连接器和奖励。挑战点:我们在继续游戏之前必须满足的目标。知觉映射的一部分,在第7章中介绍。参见选择点、保留器和路线。选择点:我们可以在游戏中形成和选择多个意图的点。知觉映射的一部分,在第7章中介绍。参见挑战点、保留器和路线。代码:允许我们在特定媒介中理解符号含义的规则。例如,认识到网页上的下划线文本是一个链接,但下划线只是在报纸或杂志上强调。第10章介绍了符号学理论的一部分。互动代码:游戏玩法的核心代码,强迫性重复的代码。在第12章中介绍的互动的符号学理论的核心。基于电脑的符号:从持久性、短暂性、处理和行动等方面来看,游戏中符号交互方式的低层次视角。交互作用的符号学理论的一部分,在第11章中介绍。连接点:帮助玩家专注于当前目标的内容。在第7章中介绍的一种构成感知机会一部分的惊喜。参见吸引物和奖励。
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