This thesis examines the video game Death Stranding through the framework of Umberto Eco’s semiotics theories, exploring the game's use of signs. We investigate how signs within the game function and communicate complex notions to players, using a close reading method to analyze specific elements of the game's design and narrative. The research begins with an overview of the game and its reception, noting its complex gameplay mechanics, intricate plot, and thematic depth. The motivation for this study stems from the desire to bridge semiotics and game design, providing a new perspective on how games can communicate complex ideas effectively. In the discussion section, we delve into specific case studies from the game, including the map system as a communicational model, the semantic implications of characters and in-game terminology like 'Bridge' and 'Fragile', and the metaphorical usage of these terms. We also examine how these correlations between content and expression switch in certain cases. Finally, the conclusion synthesizes the findings, suggesting that the application of Eco's semiotics provides valuable insights into the design of video games. The thesis argues that semiotic analysis can enhance the development of games with profound narratives and themes, similar to Death Stranding.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-531911 |
Date | January 2024 |
Creators | LIU, HAO, Gao, Ya |
Publisher | Uppsala universitet, Institutionen för speldesign |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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