在线视频游戏中可能世界的发展

IF 0.9 3区 社会学 0 HUMANITIES, MULTIDISCIPLINARY
Semiotica Pub Date : 2023-05-22 DOI:10.1515/sem-2019-0037
Yunus Luckinger
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引用次数: 0

摘要

随着科技的发展,电子游戏变得越来越逼真,与现实世界难以区分。在这方面,本文采用符号学方法来更好地理解电子游戏中的可能世界是如何被创造出来的,将它们置于一个连续体中,这表明可能世界的发展是基于我们在现实世界中所面对的现实。一款名为《Player Unknown’s Battle Grounds》的电子游戏被用来展示一种新的分析方法,即每个电子游戏都是在自己的可能世界中创造出来的,而这个世界是通过选择和组合来自现实世界的实体而创造出来的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The development of possible worlds in an online video game
Abstract With the development of technology, video games have become more and more realistic and indistinguishable from the real world. In this regard, this article takes a semiotic approach to create a better understanding of how possible worlds are created in video games, placing them on a continuum, which shows that the development of possible worlds is based on the reality we face in the real world. A video game called Player Unknown’s Battle Grounds is used to demonstrate a new approach to analysis, which shows that each video game is created within its own possible world that is created through the selection and combination of entities from the real world.
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来源期刊
Semiotica
Semiotica Multiple-
CiteScore
1.30
自引率
37.50%
发文量
65
期刊介绍: Semiotica, the Journal of the International Association for Semiotic Studies, founded in 1969, appears in five volumes of four issues per year, in two languages (English and French), and occasionally in German. Semiotica features articles reporting results of research in all branches of semiotic studies, in-depth reviews of selected current literature in this field, and occasional guest editorials and reports. From time to time, Special Issues, devoted to topics of particular interest, are assembled by Guest Editors. The publishers of Semiotica offer an annual prize, the Mouton d"Or, to the author of the best article each year. The article is selected by an independent international jury.
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