International Handbook of Semiotics 2015
DOI: 10.1007/978-94-017-9404-6_45
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Standing on the Shoulders of Giants: A Semiotic Analysis of Assassin’s Creed 2

Abstract: Since semiotics came to existence in Europe as a discipline, it has had a single aim, however variously defined that of understanding how meaning works, by studying how different combinations of words, images, and other expressive means make sense. Instead of focusing on cognitive and other biological processes that could play a role for meaning making, semiotics starts from the final product: a written text, a multimedia object, or an expressive artifact of other kind. The fundamental question addressed by se… Show more

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Cited by 4 publications
(5 citation statements)
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“…Some techniques permitting distant viewing 16 are thus necessary to move on a larger scale. Instrumentalizing the analysis of visual documents, the project thus implemented a quantitative semiotics approach 17 .…”
Section: G H O S T D a T Amentioning
confidence: 99%
“…Some techniques permitting distant viewing 16 are thus necessary to move on a larger scale. Instrumentalizing the analysis of visual documents, the project thus implemented a quantitative semiotics approach 17 .…”
Section: G H O S T D a T Amentioning
confidence: 99%
“…Dans un premier temps, soulignons que l'avatar incarné par le joueur dans les jeux n'a qu'un pouvoir d'agent relativement faible. Il n'est, bien souvent, qu'une marionnette au service des Assassins ou des Templiers (Compagno, 2015 ;Rodriguez, 2014). À cet égard, Gilbert (2016) et d'autres (Lundedal Hammar, 2016Shaw, 2015) affirmaient que AC ne permet pas au joueur de créer une narration historique contrefactuelle.…”
Section: Agentivité Historiqueunclassified
“…Ainsi, l'interprétation proposée, par les concepteurs, des différentes villes dépeintes par la série peut être considérée comme polychronique, car elle mélange différentes époques, qui demeurent toutefois appuyées sur une recherche rigoureuse (Westin et Hedlund, 2016). Selon Compagno (2015), cette polychronie existerait, car l'Animus (la machine par laquelle l'avatar « voyage » dans le passé) projette au joueur une vision du passé réelle, mais compréhensible pour lui et donc teintée par différents anachronismes.…”
Section: Représentation Du Passéunclassified
“…However, most of these studies try to define what digital games are from a semiotic perspective (Maietti 2004;Myers 2003), or how the interaction between games and players works (D'Armenio 2014). Other scholars focus on the narrative aspect of the game (Compagno 2013;Trabattoni 2014), whereas Upton uses semiotics as a tool for game design (2018). This dissertation aims instead to investigate how the architecture portrayed in digital games works as a system of signs that communicates with players, and for this purpose I resort to Umberto Eco's semiotic theory of architecture ([1968] 2016) to explain how real architecture communicates, combined with Brian Upton's concept of "anticipatory play " (2015; 2018), to explain how this communication is effected in digital games.…”
Section: Introductionmentioning
confidence: 99%