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Virtual Games. Sociocognitive and Semiotic Aspects

Par : Type de matériel : TexteTexteLangue : français Détails de publication : 2012. Sujet(s) : Ressources en ligne : Abrégé : This contribution explores some of the sociocognitive and semiotic aspects of virtual games. We begin by reviewing a number of fundamental studies on the way players move through virtual space, describing recent findings in the light of neuroscientific research. These concern the common mental coding of functions relating to space, and especially perceptions of virtual space and mental motion and rotation within it. One important finding is that these virtual games improve the performance of players. We then look into semiotic control of the game, highlighting the instrumentalisation of the abductive function to provide reference points in the construction of meaning by the game player. We conclude with a discussion on virtual games as a sociocognitive and semiotic means of communication and on the need to take this into account in the early stages of game design.
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This contribution explores some of the sociocognitive and semiotic aspects of virtual games. We begin by reviewing a number of fundamental studies on the way players move through virtual space, describing recent findings in the light of neuroscientific research. These concern the common mental coding of functions relating to space, and especially perceptions of virtual space and mental motion and rotation within it. One important finding is that these virtual games improve the performance of players. We then look into semiotic control of the game, highlighting the instrumentalisation of the abductive function to provide reference points in the construction of meaning by the game player. We conclude with a discussion on virtual games as a sociocognitive and semiotic means of communication and on the need to take this into account in the early stages of game design.

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