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What is Synechism

Handbook of Research on Interactive Information Quality in Expanding Social Network Communications
Is a term that Charles S. Pierce coined to designate continuity. Although it is a word that stems from the Greek (zyneches “continuous” + ism from “together” + échein “to have”, “to hold”) and which has diverse applications in the context of the factual sciences,
Published in Chapter:
Synechism in the Video Games Design
Francisco V. Cipolla-Ficarra (Latin Association of Human-Computer Interaction, Spain & International Association of Interactive Communication, Italy), Jacqueline Alma (Electronic Arts – Vancouver, Canada), and Alejandra Quiroga (Universidad Nacional de La Pampa, Argentina)
DOI: 10.4018/978-1-4666-7377-9.ch002
Abstract
The authors present an analysis of the first set of elements belonging to the interactive design categories: layout (naturalness of metaphor) and content (storytelling), which make up synechism in video game design. In addition, they examine the evolution of the notion of the video game in relation to the advance of the software and hardware. Finally, the authors include in that analysis the changes in storytelling, due to the greater or lesser presence of the dynamic means and the static means of hypermedia communication.
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