Abstract
Rumble is a feature of most modern games published for home consoles, yet no existing studies on rumble and haptic feedback consider its various manifestations and functions in digital games. Likewise, analytical frameworks for understanding digital games tend to overlook rumble as a significant component of the game object or experience. Building on analyses of nine games from the PlayStation family of home consoles, this paper explores rumble as a two-level semiotic structure, consisting of a feedback source and (a) level(s) of operation. The two components are suggested as the base for a typology that accounts for the specific feedback source – environment, object, interface, or body – and its specific levels of operation as ludic, dramatic, technical, or an overlap of any of these. We present examples of each type to discuss the uses, applications, and limitations of the framework in relation to both analysis and design.
Original language | English |
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Title of host publication | DiGRA '19 - Proceedings of the 2019 DiGRA International Conference : Game, Play and the Emerging Ludo-Mix |
Number of pages | 17 |
Publication date | 30 Sept 2019 |
Pages | 1-17 |
Publication status | Published - 30 Sept 2019 |
Event | 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix - Ritsumeikan University, Kyoto, Japan Duration: 6 Aug 2019 → 10 Aug 2019 http://www.digra2019.org |
Conference
Conference | 2019 DiGRA International Conference |
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Location | Ritsumeikan University |
Country/Territory | Japan |
City | Kyoto |
Period | 06/08/2019 → 10/08/2019 |
Internet address |
Keywords
- dualShock
- haptic feedback
- rumble
- semiotics
- typology
Artistic research
- No