Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais

Detalhes bibliográficos
Autor(a) principal: Bittencourt Neto, Levy Henrique
Data de Publicação: 2019
Tipo de documento: Tese
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da PUC_SP
Texto Completo: https://tede2.pucsp.br/handle/handle/22417
Resumo: Based on the concept of complex system and Charles S. Peirce‘s theory of semiotic machines as ones that generate interpretants (NÖTH 2007), the study investigates in how far video-games can be understood as complex semiotic machines. The argument that videogames have characteristics of complex system has been supported in studies by Juul (2011) and by Salen & Zimmerman (2012), who have shown that structures of high complexity can emerge in playing videogames. Once put into operation, the game may give rise to unpredictable pat-terns in the players‘ actions and their outcome. When the video game is played effectively, there is no way to foresee all possible results created by the rules of the game and the gamers‘ actions. The act of playing, called gameplay, and the complex structures that emerge in the course of a gameplay are described as processes of semiosis. Semiosis emerges from the rela-tionship between player and the rules of the game. Processes of semiosis occur in triadic in-teractions between players, rules, and the gameplay, which involve signs, determined by ob-jects (the rules of the game), and which result in interpretants. The players are determined by the rules of the game like object which determine a sign, but each game has its specific rules and particular ways of being played so that videogames will never be played in the same way. The way of playing is necessarily determined by the rules stipulated by a particular game. Player–rules–gameplay constitute the triadic process of semiosis in videogames. In this sys-tem, the consequences of the player‘s action can be understood as an interpretant. These in-terpretants will then be signs in subsequent processes of game semiosis. Game semiosis has unpredictable consequences. The game‘s features of unpredictability and novelty are clearly linked to Peirce‘s phenomenological category of Firstness. The results of the game are the interpretants, which are phenomena of Thirdness. However, not all videogames allow the emergence of interpretants. Salen and Zimmerman (2012) define the term ―playful meaning-ful interaction‖ as the outcome of the players‘ actions and the rules of the game only if such actions are meaningful. Therefore, in Peircean terms, meaningful play interaction is the pre-requisite of genuine semiosis in videogames. Videogames are only semiotic machines when there is meaningful playful interaction. Otherwise, gameplay results only in processes of qua-si-semiosis
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spelling Nöth, Winfriedhttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4428262T8Bittencourt Neto, Levy Henrique2019-07-17T10:08:36Z2019-06-18Bittencourt Neto, Levy Henrique. Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais. 2019. 122 f. Tese (Doutorado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2019.https://tede2.pucsp.br/handle/handle/22417Based on the concept of complex system and Charles S. Peirce‘s theory of semiotic machines as ones that generate interpretants (NÖTH 2007), the study investigates in how far video-games can be understood as complex semiotic machines. The argument that videogames have characteristics of complex system has been supported in studies by Juul (2011) and by Salen & Zimmerman (2012), who have shown that structures of high complexity can emerge in playing videogames. Once put into operation, the game may give rise to unpredictable pat-terns in the players‘ actions and their outcome. When the video game is played effectively, there is no way to foresee all possible results created by the rules of the game and the gamers‘ actions. The act of playing, called gameplay, and the complex structures that emerge in the course of a gameplay are described as processes of semiosis. Semiosis emerges from the rela-tionship between player and the rules of the game. Processes of semiosis occur in triadic in-teractions between players, rules, and the gameplay, which involve signs, determined by ob-jects (the rules of the game), and which result in interpretants. The players are determined by the rules of the game like object which determine a sign, but each game has its specific rules and particular ways of being played so that videogames will never be played in the same way. The way of playing is necessarily determined by the rules stipulated by a particular game. Player–rules–gameplay constitute the triadic process of semiosis in videogames. In this sys-tem, the consequences of the player‘s action can be understood as an interpretant. These in-terpretants will then be signs in subsequent processes of game semiosis. Game semiosis has unpredictable consequences. The game‘s features of unpredictability and novelty are clearly linked to Peirce‘s phenomenological category of Firstness. The results of the game are the interpretants, which are phenomena of Thirdness. However, not all videogames allow the emergence of interpretants. Salen and Zimmerman (2012) define the term ―playful meaning-ful interaction‖ as the outcome of the players‘ actions and the rules of the game only if such actions are meaningful. Therefore, in Peircean terms, meaningful play interaction is the pre-requisite of genuine semiosis in videogames. Videogames are only semiotic machines when there is meaningful playful interaction. Otherwise, gameplay results only in processes of qua-si-semiosisO objetivo dessa tese é investigar se os videogames podem ser compreendidos como máqui-nas semióticas complexas, tomando como referência os conceitos de sistemas complexos e o pragmaticismo de Charles S. Peirce. Parte-se da formulação de Winfried Nöth (2007) sobre máquinas semióticas, isto é, máquinas que geram interpretantes. De acordo com Jesper Juul (2011), Katie Salen e Eric Zimmerman (2012), os videogames possuem intrinsicamente carac-terísticas de sistemas complexos. Conforme esses autores, quando o sistema de jogo é posto em funcionamento, ele permite a emergência de padrões imprevisíveis nos resultados das ações do jogador. Quando o videogame é efetivamente jogado, não há como saber quais são todos os resultados possíveis da relação que se estabelece entre jogador e as regras do jogo. O ato de jogar, aqui chamado de gameplay, é um processo emergente que pode ser descrito co-mo semiose. A semiose que emerge da relação entre jogador e regras se constitui pelo jogador (o signo), as regras (o objeto) e o gameplay (o interpretante). O jogador é determinado pelas regras, pois cada tipo de jogo tem uma regra específica e uma maneira particular de ser joga-da. Os videogames não são jogados todos da mesma maneira, e a maneira de se jogar está ligada diretamente às regras estabelecidas em cada jogo individual. Jogador-regras-gameplay constituem o processo da semiose nos videogames. Nesse sistema, as consequências da ação do jogador podem ser entendidas como interpretantes, que serão signos de semioses posterio-res. E cada vez que essa semiose ocorre na partida de jogo, as consequências vão se acumu-lando de maneira imprevisível. A imprevisibilidade e a novidade, aspectos claramente ligados à categoria fenomenológica da primeiridade, também são importantes na geração de interpre-tantes. Elas são regidos pela terceiridade. Entretanto, nem todos os videogames permitem a emergência de interpretantes. Salen e Zimmerman (2012) definem o termo interação lúdica significativa como o resultado entre as ações do jogador e as regras do jogo apenas se tais ações são discerníveis e significativas de alguma maneira para o jogador. Portanto, em termos peircianos, a interação lúdica significativa só ocorre se houver semiose genuína. Videogames somente serão considerados máquinas semióticas se a interação lúdica significativa ocorrer de fato, do contrário se obtém apenas quase-semiosesCoordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/49751/Levy%20Henrique%20Bittencourt%20Neto.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Tecnologias da Inteligência e Design DigitalPUC-SPBrasilFaculdade de Ciências Exatas e TecnologiaSemióticaSemioseVideogamesSemioticsSemiosisVideogamesCNPQ::ENGENHARIASVideogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitaisinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTLevy Henrique Bittencourt Neto.pdf.txtLevy Henrique Bittencourt Neto.pdf.txtExtracted texttext/plain283962https://repositorio.pucsp.br/xmlui/bitstream/handle/22417/4/Levy%20Henrique%20Bittencourt%20Neto.pdf.txtba3e523f9701f54c767e4876a0c2cf3bMD54LICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais
title Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais
spellingShingle Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais
Bittencourt Neto, Levy Henrique
Semiótica
Semiose
Videogames
Semiotics
Semiosis
Videogames
CNPQ::ENGENHARIAS
title_short Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais
title_full Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais
title_fullStr Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais
title_full_unstemmed Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais
title_sort Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais
author Bittencourt Neto, Levy Henrique
author_facet Bittencourt Neto, Levy Henrique
author_role author
dc.contributor.advisor1.fl_str_mv Nöth, Winfried
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4428262T8
dc.contributor.author.fl_str_mv Bittencourt Neto, Levy Henrique
contributor_str_mv Nöth, Winfried
dc.subject.por.fl_str_mv Semiótica
Semiose
Videogames
topic Semiótica
Semiose
Videogames
Semiotics
Semiosis
Videogames
CNPQ::ENGENHARIAS
dc.subject.eng.fl_str_mv Semiotics
Semiosis
Videogames
dc.subject.cnpq.fl_str_mv CNPQ::ENGENHARIAS
description Based on the concept of complex system and Charles S. Peirce‘s theory of semiotic machines as ones that generate interpretants (NÖTH 2007), the study investigates in how far video-games can be understood as complex semiotic machines. The argument that videogames have characteristics of complex system has been supported in studies by Juul (2011) and by Salen & Zimmerman (2012), who have shown that structures of high complexity can emerge in playing videogames. Once put into operation, the game may give rise to unpredictable pat-terns in the players‘ actions and their outcome. When the video game is played effectively, there is no way to foresee all possible results created by the rules of the game and the gamers‘ actions. The act of playing, called gameplay, and the complex structures that emerge in the course of a gameplay are described as processes of semiosis. Semiosis emerges from the rela-tionship between player and the rules of the game. Processes of semiosis occur in triadic in-teractions between players, rules, and the gameplay, which involve signs, determined by ob-jects (the rules of the game), and which result in interpretants. The players are determined by the rules of the game like object which determine a sign, but each game has its specific rules and particular ways of being played so that videogames will never be played in the same way. The way of playing is necessarily determined by the rules stipulated by a particular game. Player–rules–gameplay constitute the triadic process of semiosis in videogames. In this sys-tem, the consequences of the player‘s action can be understood as an interpretant. These in-terpretants will then be signs in subsequent processes of game semiosis. Game semiosis has unpredictable consequences. The game‘s features of unpredictability and novelty are clearly linked to Peirce‘s phenomenological category of Firstness. The results of the game are the interpretants, which are phenomena of Thirdness. However, not all videogames allow the emergence of interpretants. Salen and Zimmerman (2012) define the term ―playful meaning-ful interaction‖ as the outcome of the players‘ actions and the rules of the game only if such actions are meaningful. Therefore, in Peircean terms, meaningful play interaction is the pre-requisite of genuine semiosis in videogames. Videogames are only semiotic machines when there is meaningful playful interaction. Otherwise, gameplay results only in processes of qua-si-semiosis
publishDate 2019
dc.date.accessioned.fl_str_mv 2019-07-17T10:08:36Z
dc.date.issued.fl_str_mv 2019-06-18
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.identifier.citation.fl_str_mv Bittencourt Neto, Levy Henrique. Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais. 2019. 122 f. Tese (Doutorado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2019.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/22417
identifier_str_mv Bittencourt Neto, Levy Henrique. Videogames como máquinas semióticas complexas: a emergência dos interpretantes nos jogos digitais. 2019. 122 f. Tese (Doutorado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2019.
url https://tede2.pucsp.br/handle/handle/22417
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dc.publisher.department.fl_str_mv Faculdade de Ciências Exatas e Tecnologia
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