Rules,Randomness and Signs:the Gameplay as a Model for Games’Meaning Production—— Taking AOV and Onmyoji as Examples

Chinese Journal of Journalism & Communication ›› 2018, Vol. 40 ›› Issue (10) : 134-156.

PDF(11597 KB)
PDF(11597 KB)
Chinese Journal of Journalism & Communication ›› 2018, Vol. 40 ›› Issue (10) : 134-156.

Rules,Randomness and Signs:the Gameplay as a Model for Games’Meaning Production—— Taking AOV and Onmyoji as Examples

Author information +
History +

Abstract

The current cultural and communicational research and study about video games is still suffering from the cage of semiology and narratology, dependent on movie-TV study and literature study. This paper intends to inspect the meaning production of video games as a interactional constructure with rules, randomness and signs, as three parallel units:1,Games’ rules are composed of in-sign rules and out-sign rules. Rules are of timeliness. “Rulization ”is a way to make the basic difference between games and reality. 2, There are complex dimensional interactivities between rules and signs, as between time and space. 3, Randomness make its own meaning by destructing the certainty constructed by rules and signs. And that’s where the “interesting” comes. They work together to make a model for games’ meaning production, which gives three signifcant quality to games as media: transparency, self-renewing, and the power to degrade narrative. This Gameness model cause an effect named Signifcant Feedback here, which would be over-enhanced for economic reasons. This is where games are blamed socially.

Key words

Meaning production / Games / Video Games / Gameplay / Rules

Cite this article

Download Citations
Rules,Randomness and Signs:the Gameplay as a Model for Games’Meaning Production—— Taking AOV and Onmyoji as Examples[J]. Chinese Journal of Journalism & Communication. 2018, 40(10): 134-156
PDF(11597 KB)

Accesses

Citation

Detail

Sections
Recommended

/