The active player in Góngora Wordtoys

The digital poetry of Belén Gache highlights the relationships that exist between various media and literature. In this article, based on her collection of poems Góngora Wordtoys (2011), we analyzed the relation that her work has with the video game. In the first part, we contextualize different the...

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Detalles Bibliográficos
Autor: Gutiérrez Sardinas, Juan Pablo
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2023
País:México
Institución:UNIVERSIDAD AUTÓNOMA DEL ESTADO DE MÉXICO
Repositorio:Contribuciones desde Coatepec
Idioma:español
OAI Identifier:oai:ojs.hemeroteca.uaemex.mx:article/22189
Acceso en línea:https://revistacoatepec.uaemex.mx/article/view/22189
Access Level:acceso abierto
Descripción
Sumario:The digital poetry of Belén Gache highlights the relationships that exist between various media and literature. In this article, based on her collection of poems Góngora Wordtoys (2011), we analyzed the relation that her work has with the video game. In the first part, we contextualize different theoretical ideas about the reader and his activity in relation to the text; in the second, we examine the construction of Gache’s digital poems, exploring how they become ludic objects by leveraging the effect and mechanics of the video game. Finally, after all that has been said, we propose that these poems/games allow Góngora’s work to be seen as a ludic space and the reader as a player; demonstrating that both the video game and the poem can draw elements from each other, either in the form or in the effect of meaning that they seek to generate.