Playing as a meaningful process in the game bloodborne
Abstract
Playing a videogame is not just push buttons in a joystick in front of a screen, but a meaningful process in which being part of the game gives meaning to that interaction. By an autoethnographic exploration at the fiction world of the game, and the notions of meaningful interaction experience and Black Box, this paper analyzes how is the signification by interaction in the game Bloodborne, understanding its formal structures on the narrative level, how those elements relate to each other to create meaning and how that intertwined relation only exists by the semiosis between man and machine.
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