140 research outputs found

    A Palavra Jogo: ontologia de um objecto indefinĂ­vel

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    Este artigo debruça-se sobre a questĂŁo da definição formal dos jogos. Segundo Wittgenstein, nĂŁo Ă© adequado definir os jogos como uma categoria formal. Foram avaliadas diversas propostas de definição, que se demonstraram inadequadas. Propomos alternativamente um modelo descritivo da supercategoria definĂ­vel a que pertencem os jogos, cibermĂ©dia, pragmĂĄtica e aberta, e capaz de atender Ă s solicitaçÔes do intenso e variado campo multidisciplinar dos estudos acerca dos jogos para uma conceptualização dos seus principais fenĂłmenos. O Modelo CibermĂ©dia, na nossa abordagem, consistindo em Jogador, Signo, Sistema MecĂąnico e Meio Material, proporciona uma forma de comparar diferentes abordagens de investigação sobre jogos que Ă© independente dos suportes, flexĂ­vel e analĂ­tica, e para determinar que aspecto desse fenĂłmeno estĂĄ a ser referido quando se utiliza a palavra ‘jogo’.In this paper we address the problem of defining games formally, following Wittgenstein’s dictum that games cannot be defined adequately as a formal category. Several influential attempts at definitions will be evaluated and shown to be inadequate. As an alternative, we propose a descriptive model of the definable supercategory that games belong to cybermedia, that is pragmatic, open, and capable of meeting the needs of the diverse, intensely interdisciplinary field of game studies for a uniting conceptualization of its main phenomenon. Our approach, the Cybermedia model, consisting of Player, Sign, Mechanical System, and Material Medium, offers a medium-independent, flexible and analytically useful way to contrast different approaches in games research and to determine which aspect of the phenomenon one is talking about when the word ‘game’ is used.info:eu-repo/semantics/publishedVersio

    Characters Without Signifiers

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    This essay explores the question whether characters can exist without being signified in any way. If characters can exist trans-medially, independently of a particular form of signification or sign-vehicle, why not exist without any signification at all? What kind of existence would such a character have? And, paradoxically, what would examples look like? While the question at face value might appear logically invalid, I argue that at (or just beyond) the minimalist end of the character-representational spectrum, we find what might be called implied characters, that is, characters that are not in any way given, represented, named, or performed, but can only exist in the minds of their players during play, as a formal slot without physical, structural, communicational, or mental properties.peerReviewe

    "Twenty minutes into the future"

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    "Twenty minutes into the future

    Le jeu et son nom : qu’est-ce qu’un auteur de jeu vidĂ©o ?

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    On s’interroge ici sur la possibilitĂ© d’élaborer une notion « d’auteur » adĂ©quate au champ du jeu vidĂ©o. L’enquĂȘte commence par une rĂ©flexion sur quelques grands noms du domaine reconnus par une instance lĂ©gitime du secteur. Il s’avĂšre que ces crĂ©ateurs sont peut-ĂȘtre moins des auteurs que des crĂ©ateurs gĂ©niaux d’outils numĂ©riques, des architectes ou des raconteurs d’histoires – sans atteindre au statut d’auteur complet. Pour cela, il leur faudrait non seulement avoir rĂ©alisĂ© plusieurs jeux marquants auxquels leurs noms seraient associĂ©s, mais avoir en outre ambitionnĂ© la transmission d’un certain message (politique). L’auteur complet serait alors celui qui rĂ©ussirait Ă  imposer sa vision singuliĂšre Ă  une industrie surpuissante affamĂ©e de productions calibrĂ©es. Leur heure est peut-ĂȘtre encore Ă  venir. Vingt ans plus tard, un regard rĂ©trospectif permet de confirmer l’intuition. Le secteur a mĂ»ri, s’est Ă©normĂ©ment dĂ©veloppĂ© et a donc libĂ©rĂ© de la place pour des crĂ©ations en marge : jeux d’auteur, retrogaming, art game et jeux indĂ©pendants
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