The development of possible worlds in an online video game

Semiotica 2023 (252):119-131 (2023)
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Abstract

With the development of technology, video games have become more and more realistic and indistinguishable from the real world. In this regard, this article takes a semiotic approach to create a better understanding of how possible worlds are created in video games, placing them on a continuum, which shows that the development of possible worlds is based on the reality we face in the real world. A video game called Player Unknown’s Battle Grounds is used to demonstrate a new approach to analysis, which shows that each video game is created within its own possible world that is created through the selection and combination of entities from the real world.

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References found in this work

New Essays on Human Understanding.Gottfried Wilhelm Leibniz - 1981 - New York: Cambridge University Press. Edited by Peter Remnant & Jonathan Bennett.
Cyberculture: Impacts on Netizen.Chai Lee Goi - 2009 - Asian Culture and History 1 (2):P140.
Possible Worlds, Artificial Intelligence, and Narrative Theory.Marie-Laure Ryan - 1993 - Journal of Aesthetics and Art Criticism 51 (3):526-527.

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