LA DANZA DEL SAMURAI SEMIÓTICA DEL VIDEOGAME Y DE LOS ENTORNOS VIRTUALES CONTEMPORÁNEOS
Rocco Mangieri
Resumen
La teoría semiótica de los mundos posibles narrativos, introducida con intensidad entre los años ochenta y noventa ha mostrado su eficacia a través de sus modelos y nociones teóricas… Este ensayo propone una interpretación del juego interactivo digital a través de la red de la teoría de los mundos posibles y con especial referencia a las propuestas de Dolêzel y Eco. Reaparece un aspecto que nos parece relevante como es el rol semiótico de la acción. Una acción, quizás asimétrica en relación al peso de los dispositivos de representación de la escena visual y las alternativas ergonómicas del jugador-lector, pero que constituye probablemente el centro semiótico de estos discursos.
Abstract:
The Semiotics theory of the possible worlds, introduced with intensity between the eighties and nineties, has showing us his efficiency across his models and theoretical notions. This essay proposes a intepretation of the digital and interactive games across the network of the possible world theory with special reference to Dolêzel and Eco works. There reappears an aspect that seems to us to be relevant: the action´rule in this type of interactive text. An action, probably asymmetric in relation to the weight of the devices of the visual representation and the ergonomic alternatives of the player - reader, but that constitutes probably the semiotics center of these discourses.
Abstract:
The Semiotics theory of the possible worlds, introduced with intensity between the eighties and nineties, has showing us his efficiency across his models and theoretical notions. This essay proposes a intepretation of the digital and interactive games across the network of the possible world theory with special reference to Dolêzel and Eco works. There reappears an aspect that seems to us to be relevant: the action´rule in this type of interactive text. An action, probably asymmetric in relation to the weight of the devices of the visual representation and the ergonomic alternatives of the player - reader, but that constitutes probably the semiotics center of these discourses.
texto, juego interactivo, semiótica, mundo posible, accion, text, interactive game, semiotics, possible words, action.
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