Speaking Symbols : A semiotic analysis of the Smart Ping system in League of Legends

Abstract

This thesis brings attention to communication systems in games and how their development has stagnated. The focus is directed towards visual communication and the question of “Can the Smart Ping system in League of Legends suggest visual communication as a viable solution for in-game communication in multiplayer games, according to the semiotic model of Roland Barthes? ” is presented. Roland Barthes’ two order of signification model is then used to perform an analysis of the visual communication system called Smart Ping in the game League of Legends. The findings suggests that visual systems can be a viable solution as they provide visual techniques in design, tactic use for players while being effective to execute, helps removing language barrier problems and can use cultural aspects to an advantage in design when creating the system, making it easier for players to understand the message created. In-game multiplayer communication, is a vital part of how a game succeeds or falters when providing tools for players to communicate; as it is one of the main areas that creates frustration for the players. An aspect of this importance is that as frustration builds up, the flaws of design are found and questioned, and if not answered, damages the community due to the consequences of not solving the issues within the game. Therefore it is important that designers do not neglect the issues related to the current systems, and instead work to find new solutions, because if they do not, it damages the relationship between consumers and developers. This topic is discussed as frustration for players also bring toxicity into the community of games. To finalize the thesis suggests an approach in connection to visual communication systems and emphasizes experimentation in game design as an important part of development; while as a developer staying open towards feedback helps, as it strengthens the community and can provide new solutions from unexpected sources.

Other Versions

No versions found

Links

PhilArchive



    Upload a copy of this work     Papers currently archived: 100,619

External links

Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

  • Only published works are available at libraries.

Similar books and articles

Addressing Online Gaming Toxicity from a Confucian Perspective.Joseph Sta Maria & Elena Ziliotti - 2022 - Journal of Confucian Philosophy and Culture 38:131-152.
Games as Authorial Platforms? An Exploration of the Legal Status of User-Created Content from Digital Games.Gabriele Aroni - 2023 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 36 (5):2021-2036.
Ludic Unreliability and Deceptive Game Design.Stefano Gualeni & Nele Van de Mosselaer - 2021 - Journal of the Philosophy of Games 3 (1):1-22.
No player is ideal.Erica L. Neely - 2017 - Acm Sigcas Computers and Society 47 (3):98-111.

Analytics

Added to PP
2018-01-13

Downloads
16 (#1,179,154)

6 months
4 (#1,234,271)

Historical graph of downloads
How can I increase my downloads?

Citations of this work

No citations found.

Add more citations

References found in this work

No references found.

Add more references