The game is not over: relations between ludic appropriation and production of meaning in video games

Detalhes bibliográficos
Autor(a) principal: Ferreira, Emmanoel
Data de Publicação: 2020
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista FAMECOS: Mídia cultura e tecnologia
Texto Completo: https://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/article/view/33957
Resumo: This article discusses the relationship between ludic appropriation and production of meaning in videogames. By ludic appropriation, we refer to the act of performing in-game actions that were not designed or expected by the creators of a particular game, thus expanding the possibilities of producing meaningful interactions in this medium. This work is divided into three large blocks. First, we return to the discussion on particular aspects of games, from theorists like Johan Huizinga, Roger Caillois and Jacques Henriot. Next, we present the concepts of ludic freedom and ludic appropriation as developed by Maude Bonenfant. Finally, we analyze an episode of ludic appropriation by the community of players of Halo: Combat Evolved, seeking to exemplify, from a real case, the concepts worked throughout the text.
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spelling The game is not over: relations between ludic appropriation and production of meaning in video gamesEl juego no acabó: relaciones entre apropiación lúdica y producción de sentido en los videojuegosO jogo não acabou: relações entre apropriação lúdica e produção de sentido nos videogamesLudic appropriationGamesVideo GamesApropiación lúdicaJuegosVideojuegosApropriação lúdicaJogosVideogamesThis article discusses the relationship between ludic appropriation and production of meaning in videogames. By ludic appropriation, we refer to the act of performing in-game actions that were not designed or expected by the creators of a particular game, thus expanding the possibilities of producing meaningful interactions in this medium. This work is divided into three large blocks. First, we return to the discussion on particular aspects of games, from theorists like Johan Huizinga, Roger Caillois and Jacques Henriot. Next, we present the concepts of ludic freedom and ludic appropriation as developed by Maude Bonenfant. Finally, we analyze an episode of ludic appropriation by the community of players of Halo: Combat Evolved, seeking to exemplify, from a real case, the concepts worked throughout the text.Este artículo discute la relación entre apropiación lúdica y producción de sentido en los videojuegos. Por apropiación lúdica, nos referimos al acto de realizar acciones dentro del juego, que no fueron diseñadas o esperadas por los creadores de determinado juego, expandiendo así las posibilidades de producción de interacciones significativas en estos medios. Este trabajo está dividido en tres grandes bloques. En primer lugar, retomamos la discusión sobre ciertos aspectos de los juegos, a partir de teóricos como Johan Huizinga, Roger Caillois y Jacques Henriot. A continuación, presentamos los conceptos de libertad lúdica y apropiación lúdica, conforme desarrollados por Maude Bonenfant. Por fin, analizamos un episodio de apropiación lúdica por la comunidad de jugadores de Halo: Combat Evolved, buscando así ejemplificar, a partir de un caso concreto, los conceptos trabajados a lo largo del texto.Este artigo discute a relação entre apropriação lúdica e produção de sentido nos videogames. Por apropriação lúdica, referimo-nos ao ato de realizar ações dentro-do-jogo (in-game actions) que não foram desenhadas ou esperadas pelos criadores de determinado jogo, expandindo assim as possibilidades de produção de interações significativas nesta mídia. Este trabalho está dividido em três grandes blocos. Primeiramente, retomamos a discussão sobre certos aspectos dos jogos, a partir de teóricos como Johan Huizinga, Roger Caillois e Jacques Henriot. Em seguida, apresentamos os conceitos de liberdade lúdica e apropriação lúdica, conforme desenvolvidos por Maude Bonenfant. Por fim, analisamos um episódio de apropriação lúdica pela comunidade de jogadores de Halo: Combat Evolved, buscando assim exemplificar, a partir de um caso concreto, os conceitos trabalhados ao longo do texto.Editora da PUCRS - ediPUCRS2020-06-14info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/article/view/3395710.15448/1980-3729.2020.1.33957Revista FAMECOS; Vol. 27 No. 1 (2020): Single Number; e33957Revista FAMECOS; Vol. 27 Núm. 1 (2020): Un solo numero; e33957Revista FAMECOS; v. 27 n. 1 (2020): Número Único; e339571980-37291415-054910.15448/1980-3729.2020.1reponame:Revista FAMECOS: Mídia cultura e tecnologiainstname:Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)instacron:PUC_RSporhttps://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/article/view/33957/26093Copyright (c) 2020 Revista FAMECOShttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessFerreira, Emmanoel2022-02-04T19:03:09Zoai:ojs.revistaseletronicas.pucrs.br:article/33957Revistahttps://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecosPRIhttps://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/oai||revistafamecos@gmail.com1980-37291980-3729opendoar:2022-02-04T19:03:09Revista FAMECOS: Mídia cultura e tecnologia - Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)false
dc.title.none.fl_str_mv The game is not over: relations between ludic appropriation and production of meaning in video games
El juego no acabó: relaciones entre apropiación lúdica y producción de sentido en los videojuegos
O jogo não acabou: relações entre apropriação lúdica e produção de sentido nos videogames
title The game is not over: relations between ludic appropriation and production of meaning in video games
spellingShingle The game is not over: relations between ludic appropriation and production of meaning in video games
Ferreira, Emmanoel
Ludic appropriation
Games
Video Games
Apropiación lúdica
Juegos
Videojuegos
Apropriação lúdica
Jogos
Videogames
title_short The game is not over: relations between ludic appropriation and production of meaning in video games
title_full The game is not over: relations between ludic appropriation and production of meaning in video games
title_fullStr The game is not over: relations between ludic appropriation and production of meaning in video games
title_full_unstemmed The game is not over: relations between ludic appropriation and production of meaning in video games
title_sort The game is not over: relations between ludic appropriation and production of meaning in video games
author Ferreira, Emmanoel
author_facet Ferreira, Emmanoel
author_role author
dc.contributor.author.fl_str_mv Ferreira, Emmanoel
dc.subject.por.fl_str_mv Ludic appropriation
Games
Video Games
Apropiación lúdica
Juegos
Videojuegos
Apropriação lúdica
Jogos
Videogames
topic Ludic appropriation
Games
Video Games
Apropiación lúdica
Juegos
Videojuegos
Apropriação lúdica
Jogos
Videogames
description This article discusses the relationship between ludic appropriation and production of meaning in videogames. By ludic appropriation, we refer to the act of performing in-game actions that were not designed or expected by the creators of a particular game, thus expanding the possibilities of producing meaningful interactions in this medium. This work is divided into three large blocks. First, we return to the discussion on particular aspects of games, from theorists like Johan Huizinga, Roger Caillois and Jacques Henriot. Next, we present the concepts of ludic freedom and ludic appropriation as developed by Maude Bonenfant. Finally, we analyze an episode of ludic appropriation by the community of players of Halo: Combat Evolved, seeking to exemplify, from a real case, the concepts worked throughout the text.
publishDate 2020
dc.date.none.fl_str_mv 2020-06-14
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/article/view/33957
10.15448/1980-3729.2020.1.33957
url https://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/article/view/33957
identifier_str_mv 10.15448/1980-3729.2020.1.33957
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://revistaseletronicas.pucrs.br/ojs/index.php/revistafamecos/article/view/33957/26093
dc.rights.driver.fl_str_mv Copyright (c) 2020 Revista FAMECOS
https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2020 Revista FAMECOS
https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Editora da PUCRS - ediPUCRS
publisher.none.fl_str_mv Editora da PUCRS - ediPUCRS
dc.source.none.fl_str_mv Revista FAMECOS; Vol. 27 No. 1 (2020): Single Number; e33957
Revista FAMECOS; Vol. 27 Núm. 1 (2020): Un solo numero; e33957
Revista FAMECOS; v. 27 n. 1 (2020): Número Único; e33957
1980-3729
1415-0549
10.15448/1980-3729.2020.1
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instname_str Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)
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reponame_str Revista FAMECOS: Mídia cultura e tecnologia
collection Revista FAMECOS: Mídia cultura e tecnologia
repository.name.fl_str_mv Revista FAMECOS: Mídia cultura e tecnologia - Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)
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