The semiotic conditions of videogame authorship

Research output: ThesisMaster's Thesis

Abstract

Videogames have an ambiguous status as texts, in their dual nature as objects of play and computer-mediated systems of representation. This has led to an impasse in game studies, making it difficult to identify authorial voice, to make useful distinctions in style of game design, and to account for the varieties of modes of reception.

This dissertation addresses the problem by proposing a model for the interpretation of videogames based on the semiotic theory of Charles S. Peirce. This model is the basis of a series of analyses of a range of videogames and other interactive work on the dynamics of genre, style and authorship. While most of the research involved the close play of games, using video transcriptions and tools to analyze game footage, it also relies on interviews with game creators, industry reports, and discussions with game players in both North America and Japan.
Original languageEnglish
QualificationDoctor of Philosophy
Awarding Institution
  • University of California, San Diego
Place of PublicationLa Jolla, CA
Publisher
Publication statusPublished - 2013

Fingerprint

semiotics
earning a doctorate
computer game
genre
Japan
interpretation
industry
interview

Cite this

Huber, W. H. (2013). The semiotic conditions of videogame authorship. La Jolla, CA: University of California, San Diego.
Huber, William Humberto. / The semiotic conditions of videogame authorship. La Jolla, CA : University of California, San Diego, 2013. 256 p.
@phdthesis{73af0931c4a44c43bfc148c67e3b6db5,
title = "The semiotic conditions of videogame authorship",
abstract = "Videogames have an ambiguous status as texts, in their dual nature as objects of play and computer-mediated systems of representation. This has led to an impasse in game studies, making it difficult to identify authorial voice, to make useful distinctions in style of game design, and to account for the varieties of modes of reception.This dissertation addresses the problem by proposing a model for the interpretation of videogames based on the semiotic theory of Charles S. Peirce. This model is the basis of a series of analyses of a range of videogames and other interactive work on the dynamics of genre, style and authorship. While most of the research involved the close play of games, using video transcriptions and tools to analyze game footage, it also relies on interviews with game creators, industry reports, and discussions with game players in both North America and Japan.",
author = "Huber, {William Humberto}",
year = "2013",
language = "English",
series = "UC San Diego Electronic Theses and Dissertations",
publisher = "University of California, San Diego",
school = "University of California, San Diego",

}

Huber, WH 2013, 'The semiotic conditions of videogame authorship', Doctor of Philosophy, University of California, San Diego, La Jolla, CA.

The semiotic conditions of videogame authorship. / Huber, William Humberto.

La Jolla, CA : University of California, San Diego, 2013. 256 p.

Research output: ThesisMaster's Thesis

TY - THES

T1 - The semiotic conditions of videogame authorship

AU - Huber, William Humberto

PY - 2013

Y1 - 2013

N2 - Videogames have an ambiguous status as texts, in their dual nature as objects of play and computer-mediated systems of representation. This has led to an impasse in game studies, making it difficult to identify authorial voice, to make useful distinctions in style of game design, and to account for the varieties of modes of reception.This dissertation addresses the problem by proposing a model for the interpretation of videogames based on the semiotic theory of Charles S. Peirce. This model is the basis of a series of analyses of a range of videogames and other interactive work on the dynamics of genre, style and authorship. While most of the research involved the close play of games, using video transcriptions and tools to analyze game footage, it also relies on interviews with game creators, industry reports, and discussions with game players in both North America and Japan.

AB - Videogames have an ambiguous status as texts, in their dual nature as objects of play and computer-mediated systems of representation. This has led to an impasse in game studies, making it difficult to identify authorial voice, to make useful distinctions in style of game design, and to account for the varieties of modes of reception.This dissertation addresses the problem by proposing a model for the interpretation of videogames based on the semiotic theory of Charles S. Peirce. This model is the basis of a series of analyses of a range of videogames and other interactive work on the dynamics of genre, style and authorship. While most of the research involved the close play of games, using video transcriptions and tools to analyze game footage, it also relies on interviews with game creators, industry reports, and discussions with game players in both North America and Japan.

M3 - Master's Thesis

T3 - UC San Diego Electronic Theses and Dissertations

PB - University of California, San Diego

CY - La Jolla, CA

ER -

Huber WH. The semiotic conditions of videogame authorship. La Jolla, CA: University of California, San Diego, 2013. 256 p. (UC San Diego Electronic Theses and Dissertations).