The game is not over: relations between ludic appropriation and production of meaning in video games
Autor(a) principal: | |
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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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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 reponame:Revista FAMECOS: Mídia cultura e tecnologia instname:Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS) instacron:PUC_RS |
instname_str |
Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS) |
instacron_str |
PUC_RS |
institution |
PUC_RS |
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) |
repository.mail.fl_str_mv |
||revistafamecos@gmail.com |
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