Born in Fair Haven: Procedural Generation of Cultural Sign Systems

Craig Paul Green*, Callum Nash, Jo Briggs, Xiaoming Dong

*Corresponding author for this work

    Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

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    Abstract

    We propose the term procedural cultural sign systems generation to help define the emergent practice of procedurally generating games that seek to mimic or in some way signify fictitious culture. We borrow from cybernetics to understand procedural cultural sign systems generation and exemplify this with our VMachine algorithm. We argue the need for procedural content generation algorithms that are readily implementable, and generalizable for multiple use cases. In this paper we discuss cybernetics in the context of procedural content generation followed by an overview of recent games that generate elements of culture as part of gameplay. We then outline our VMachine Algorithm and our method, before demonstrating practical applications in two short case studies based on games we are currently developing.
    Original languageEnglish
    Title of host publicationDIGRA ’22 – proceedings of the 2022 digra international conference
    Subtitle of host publicationbringing worlds together
    PublisherDiAGRA
    Number of pages16
    Publication statusPublished - 7 Jul 2022
    EventThe 14th Digital Games Research Association Conference
    - Kraków, Poland
    Duration: 7 Jul 202211 Jul 2022
    https://digra2022.org/

    Conference

    ConferenceThe 14th Digital Games Research Association Conference
    Abbreviated titleDIGRA2022
    Country/TerritoryPoland
    CityKraków
    Period7/07/2211/07/22
    Internet address

    Keywords

    • Procedural cultural sign systems generation
    • Cybernetics
    • VMachine algorithm
    • procedural culture
    • generating culture

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