A Game Design Vocabulary: Exploring the Foundational by Anna Anthropy, Naomi Clark


By Anna Anthropy, Naomi Clark

Video games have frequently taken a imperative position in pop culture; actually, companies are even trying to 'gamify' conventional enterprise techniques. notwithstanding, our language for figuring out, discussing, and designing video games has remained primitive - and this has made it more challenging to create nice video games or intelligently evaluation them. this article fills this hole, delivering a whole shared framework for figuring out and comparing online game layout - as creators, as avid gamers, as scholars, as online game decision-makers.


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One claim made to support this argument is that unlike the case of metaphor, there are no overt markers of genericity. While there is ample treatment of the ability of definite NPs, bare plurals, mass nouns and even indefinite singulars to sustain generic readings, they do not demand them. This ignores the possibility that the unmarked case is generic reference, such as in determinerless classifier languages where the specific reading is optionally marked as such if context does not clarify. Hurricanes happen in the Atlantic and Caribbean.

Nowadays, I would be more systematic, establishing classes and hierarchies according to semantic networks or by exploiting Grady’s insights into primary metaphors. Moreover, I decided, as Metalude is conceived as a resource for teaching Chinese students English vocabulary, to subdivide metaphor themes with more than 50 lexical items. One result is that some metaphor thematic subdivisions draw attention to negative evaluations. For example, as Fig. 1 shows, EMOTION IS TOUCH/IMPACT subsumes BAD EMOTION IS HURT/INJURY.

The theory of Envisionment is an attempt to begin to capture what it is to think about something, particularly, in a causal manner. To envision is to entertain in one’s focus of attention a sequence of causally linked sets of eventualities. For example, the Common Logic expression (envisionFromTo a s1 s2) says that an agent a envisions a sequence of causally connected situations starting with s1 and ending with s2. Explanation, prediction, and planning are varieties of envisionment. 5 The Theory and Lexical Semantics of Emotion Our theory of Emotions attempts to characterize twenty-six basic emotions in terms of the abstract situations that cause them and the abstract classes of behavior they trigger.

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