The game is not over: relations between ludic appropriation and production of meaning in video games

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 producin...

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Detalles Bibliográficos
Autor: Ferreira, Emmanoel
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2020
País:Brasil
Institución:Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)
Repositorio:Revista FAMECOS: Mídia cultura e tecnologia
Idioma:portugués
OAI Identifier:oai:ojs.revistaseletronicas.pucrs.br:article/33957
Acceso en línea:https://revistaseletronicas.pucrs.br/revistafamecos/article/view/33957
Access Level:acceso abierto
Palabra clave:Ludic appropriation
Games
Video Games
Apropiación lúdica
Juegos
Videojuegos
Apropriação lúdica
Jogos
Videogames
Descripción
Sumario: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.