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Communicating Game Feedback through Pictorial Means : A Case Study of the Game Among Ripples

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.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hgo-1955
Date January 2013
CreatorsGreip, Martin
PublisherHögskolan på Gotland, Institutionen för speldesign, teknik och lärande
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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