What is the difference between a game and life? Is the game really ending when we go back to our everyday activities? Or could The Sims video game not be a good representation of our existence? It is with these questions in mind that I decided to explore the interdependence that exists between our everyday cultural reality and the rhetoric manifesting itself in video games. This paper introduces some of the key concepts used in the semiotics of video games and attempts to articulate them in a single frame. It is a short introduction to storyworlds, procedural rhetoric and gamespace.
Keywords semiotics  cultural analysis  video games
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