The play personalities pursuant to the interpretants in peirce's sign theory
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abstract
The experience in digital gaming is usually expressed
in a very generic way. Therefore, in order to accurately
collate the studies of gamer experience, this paper
seeks to assess gaming experiences in both digital and
non-digital environments through potential player
personalities, how their gaming is structured, and what
games meet the needs of certain personalities.
Such research will not only be beneficial in terms
of creating new games or interfaces, but it will also
benefit a wider host of professionals such as
psychologists and teachers who are constantly seeking
ways to meet the needs of a very diverse audience.
The methodology is qualitative and stems from the
personalities proposed by Stuart Brown whilst being
driven by Peirce’s semiotics, and observing games and
players through their Interpretants Immediate,
Dynamical and Final. In the likely continuation of this
study, we intend to confirm these possibilities through
interviews and known examples.