My academic and pseudo-academic research.
It has just dawned on me that I have never published my diagram illustrating the structural composition of games as interactive systems. I have originally put it together for the presentation of my seminar paper on Journey and semiotics (my slides can never be published because they contained way too many copyrighted pictures) and got very positive feedback on it, but it had not occurred to me until now to make it publicly available. I will also take this opportunity to explain the very low-level terms I use to talk about games and how they relate to each other.
Journey and the Semiotics of Meaningful Play is my paper submitted in partial fulfillment of the requirements for the Forum Ludorum seminar (Hochschule für Gestaltung, Karlsruhe, Germany), alongside a public presentation held on January 11, 2017.
Recently, I have come across a series of YouTube videos by one Keith Burgun, presenting his ideas on (video) game design. While I do not necessarily agree with all of his conclusions, I do find his insight into many aspects of gaming keen and valuable, which is why I'd like to edit his main points, as I understand them, together in this post. For more in-depth explanations and examples, please check out the original videos.