ACM - Computers in Entertainment

Blending realities in game space

By Troy Innocent
SPECIAL ISSUE: Media Arts, [Vol. 6, No. 3]

DOI: 10.1145/1394021.1394028

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.

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