Abstract
Modes of representation in digital games are explored in terms of game aesthetics, structure, and logic. A model for “world-making” is developed that identifies key components of digital media language and their relationship to shifting modes of representation. These ideas are demonstrated through three art works created by the Idea-ON>!, Iconica , and Semiomorph . The final work, Semiomorph , combines the theory of “semiotic morphism” with gameplay to create a digital game that generates blended realities. This work is described and analyzed in detail to illustrate the proposed model.
Published Version
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