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Communicating Game Feedback through Pictorial Means: A Case Study of the Game Among Ripples
Gotland University, School of Game Design, Technology and Learning Processes.ORCID iD: 0000-0003-4255-600X
2013 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
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.

Place, publisher, year, edition, pages
2013. , 51 p.
Keyword [en]
Pictorial feedback in games, Peircean visual semiotics, graphical user interface, embedded game feedback
Keyword [sv]
Piktografisk feedback i spel, Peirceisk visuell semiotik, grafiskt användargränssnitt, inbäddad feedback
National Category
Design Media and Communication Technology
Identifiers
URN: urn:nbn:se:hgo:diva-1955OAI: oai:DiVA.org:hgo-1955DiVA: diva2:631575
External cooperation
Oskar Thysell
Subject / course
Game Design (HGO)
Educational program
Game Design and Graphics (HGO)
Supervisors
Examiners
Available from: 2013-08-15 Created: 2013-06-21 Last updated: 2013-08-15Bibliographically approved

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fulltext(2550 kB)575 downloads
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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf