Modeling the Semiotic Structure of Game Characters
Keywords:
player-character, avatar, narratology, semiotics, game ontologyAbstract
When game studies has tackled the player-character, it has tended to do so by means of an oppositon to the notion of the avatar, with the result that the ontological and semiotic nature of the character in itself has not been given due attention. This paper draws on understandings of character from the fields of narratology and literary theory to highlight the double-layered ontology of character as both a possible individual and as a semiotic construction. Uri Margolin’s narratological model of character signification is used as the basis for developing a semiotic-structural model of the player-character that addresses its specific medialities and formal nature – a task which is performed through illustrative close examinations of the player-characters in The Last of Us (Naughty Dog 2013) and Gone Home (The Fullbright Company 2013).Downloads
Published
2014-01-01
Bibtex
@Conference{digra638, title ="Modeling the Semiotic Structure of Game Characters", year = "2014", author = "Vella, Daniel", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/638}", booktitle = "Proceedings of DiGRA 2014 Conference"}
Proceedings
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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