Narrative incompleteness as a meaning effect in video games

Detalhes bibliográficos
Autor(a) principal: Ernica, Renato Razzino
Data de Publicação: 2014
Tipo de documento: Artigo
Idioma: por
Título da fonte: Texto digital
Texto Completo: https://periodicos.ufsc.br/index.php/textodigital/article/view/1807-9288.2014v10n1p46
Resumo: If we take the term “narrative” in a broad sense, we certainly could not affirm that each and every video game is a narrative. Tetris, for instance, presents blocks that need to be organized in lines if the player wants to get points, and this obviously is not a narrative per se. Donkey Kong, on the other hand, has characters like a man, a gorilla and a princess in a conflict structure that creates a narrative with a beginning and an end. In spite of that, Jesper Juul (2005) considers that kind of fictional universe as incomplete – since we do not know where the princess comes from or how she was captured by the ape – and incoherent – because the main character has many lives available. This particular point of view has many problems since: 1) it implies that a game is a way of portraying a pre-existing universe, for, to be considered incomplete, it must have some degree of completeness beyond the content shown in the game; and 2) uses as means to measure coherence some elements that are alien to the video game genre, such as ones we may apply to our everyday life or the criteria we use to evaluate other art forms. We propose that the elements which Juul links to incompleteness and incoherence form the basis of the video game form itself, and thus can not render it incoherent nor incomplete – the sensation of incompleteness is a particular meaning effect, an artifice created by the link between a particular expressive mean and the narrative content, and a way of amplifying the fictional experience itself. Our argument is mainly based on French Semiotics Theory and on the works of Aristotle, Achcar (1994) and Murray (1997).
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spelling Narrative incompleteness as a meaning effect in video gamesA incompletude narrativa como efeito de sentido nos jogos digitaisIf we take the term “narrative” in a broad sense, we certainly could not affirm that each and every video game is a narrative. Tetris, for instance, presents blocks that need to be organized in lines if the player wants to get points, and this obviously is not a narrative per se. Donkey Kong, on the other hand, has characters like a man, a gorilla and a princess in a conflict structure that creates a narrative with a beginning and an end. In spite of that, Jesper Juul (2005) considers that kind of fictional universe as incomplete – since we do not know where the princess comes from or how she was captured by the ape – and incoherent – because the main character has many lives available. This particular point of view has many problems since: 1) it implies that a game is a way of portraying a pre-existing universe, for, to be considered incomplete, it must have some degree of completeness beyond the content shown in the game; and 2) uses as means to measure coherence some elements that are alien to the video game genre, such as ones we may apply to our everyday life or the criteria we use to evaluate other art forms. We propose that the elements which Juul links to incompleteness and incoherence form the basis of the video game form itself, and thus can not render it incoherent nor incomplete – the sensation of incompleteness is a particular meaning effect, an artifice created by the link between a particular expressive mean and the narrative content, and a way of amplifying the fictional experience itself. Our argument is mainly based on French Semiotics Theory and on the works of Aristotle, Achcar (1994) and Murray (1997).Se tomarmos o termo “narrativa” em um sentido amplo, certamente não poderíamos atestar que todo e qualquer jogo digital constitua uma narrativa. Tetris, por exemplo, apresenta blocos que precisam ser encaixados em linhas para gerar pontos, não constituindo uma narrativa per se. Já em Donkey Kong as relações entre figuras como um homem, um gorila e uma princesa abalam um estado prévio de coisas e tecem uma narrativa com começo, meio e fim. Apesar disso, Jesper Juul (2005) caracteriza esse tipo de universo ficcional como incompleto – não sabemos de onde vem a princesa, como o gorila a capturou –, e incoerente – a personagem principal tem várias vidas disponíveis. Essa postura crítica é problemática, em nossa opinião, pois: 1) considera o jogo como um meio de retratar um universo pré-existente, na medida em que, para ser incompleto, é preciso haver uma completude além da que se mostra no jogo e independente dele; e 2) aplica como medidor de coerência elementos alheios ao gênero “jogo digital”, como os da “vida real” ou de demais artes. Nossa proposta é de que os elementos problemáticos para Juul são constitutivos da forma expressiva em si, e portanto não podem torná-la incoerente nem incompleta – sendo a incompletude um efeito de sentido gerado pelo modo próprio desse meio expressivo conjugar-se a um conteúdo seja ele qual for e também um meio de ampliar a própria experiência ficcional. Para embasar as afirmações aqui presentes utilizaremos os trabalhos de Aristóteles, Achcar (1994) e Murray (1997).Center for Research in Computing, Literature, and Linguistics (NuPILL)2014-07-07info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.ufsc.br/index.php/textodigital/article/view/1807-9288.2014v10n1p4610.5007/1807-9288.2014v10n1p46Texto Digital; Vol. 10 No. 1 (2014); 46-75Texto Digital; Vol. 10 No 1 (2014); 46-75Texto Digital; v. 10 n. 1 (2014); 46-751807-9288reponame:Texto digitalinstname:Universidade Federal de Santa Catarina (UFSC)instacron:UFSCporhttps://periodicos.ufsc.br/index.php/textodigital/article/view/1807-9288.2014v10n1p46/27426Copyright (c) 2014 Renato Razzino Ernicainfo:eu-repo/semantics/openAccessErnica, Renato Razzino2018-03-26T12:40:05Zoai:periodicos.ufsc.br:article/33836Revistahttp://www.periodicos.ufsc.br/index.php/textodigitalPUBhttps://periodicos.ufsc.br/index.php/textodigital/oaitextodigital@cce.ufsc.br1807-92881807-9288opendoar:2018-03-26T12:40:05Texto digital - Universidade Federal de Santa Catarina (UFSC)false
dc.title.none.fl_str_mv Narrative incompleteness as a meaning effect in video games
A incompletude narrativa como efeito de sentido nos jogos digitais
title Narrative incompleteness as a meaning effect in video games
spellingShingle Narrative incompleteness as a meaning effect in video games
Ernica, Renato Razzino
title_short Narrative incompleteness as a meaning effect in video games
title_full Narrative incompleteness as a meaning effect in video games
title_fullStr Narrative incompleteness as a meaning effect in video games
title_full_unstemmed Narrative incompleteness as a meaning effect in video games
title_sort Narrative incompleteness as a meaning effect in video games
author Ernica, Renato Razzino
author_facet Ernica, Renato Razzino
author_role author
dc.contributor.author.fl_str_mv Ernica, Renato Razzino
description If we take the term “narrative” in a broad sense, we certainly could not affirm that each and every video game is a narrative. Tetris, for instance, presents blocks that need to be organized in lines if the player wants to get points, and this obviously is not a narrative per se. Donkey Kong, on the other hand, has characters like a man, a gorilla and a princess in a conflict structure that creates a narrative with a beginning and an end. In spite of that, Jesper Juul (2005) considers that kind of fictional universe as incomplete – since we do not know where the princess comes from or how she was captured by the ape – and incoherent – because the main character has many lives available. This particular point of view has many problems since: 1) it implies that a game is a way of portraying a pre-existing universe, for, to be considered incomplete, it must have some degree of completeness beyond the content shown in the game; and 2) uses as means to measure coherence some elements that are alien to the video game genre, such as ones we may apply to our everyday life or the criteria we use to evaluate other art forms. We propose that the elements which Juul links to incompleteness and incoherence form the basis of the video game form itself, and thus can not render it incoherent nor incomplete – the sensation of incompleteness is a particular meaning effect, an artifice created by the link between a particular expressive mean and the narrative content, and a way of amplifying the fictional experience itself. Our argument is mainly based on French Semiotics Theory and on the works of Aristotle, Achcar (1994) and Murray (1997).
publishDate 2014
dc.date.none.fl_str_mv 2014-07-07
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv https://periodicos.ufsc.br/index.php/textodigital/article/view/1807-9288.2014v10n1p46
10.5007/1807-9288.2014v10n1p46
url https://periodicos.ufsc.br/index.php/textodigital/article/view/1807-9288.2014v10n1p46
identifier_str_mv 10.5007/1807-9288.2014v10n1p46
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dc.relation.none.fl_str_mv https://periodicos.ufsc.br/index.php/textodigital/article/view/1807-9288.2014v10n1p46/27426
dc.rights.driver.fl_str_mv Copyright (c) 2014 Renato Razzino Ernica
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2014 Renato Razzino Ernica
eu_rights_str_mv openAccess
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dc.publisher.none.fl_str_mv Center for Research in Computing, Literature, and Linguistics (NuPILL)
publisher.none.fl_str_mv Center for Research in Computing, Literature, and Linguistics (NuPILL)
dc.source.none.fl_str_mv Texto Digital; Vol. 10 No. 1 (2014); 46-75
Texto Digital; Vol. 10 No 1 (2014); 46-75
Texto Digital; v. 10 n. 1 (2014); 46-75
1807-9288
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