Enunciative strategies of the videogame: four figures

Throughout almost five decades of existence, the videogame developed forms of textual interpellation that stabilized and gave rise to the regularization of enunciative figures. In this work four figures will be analyzed: the user, the player, the spectator and, most recently, the contemplator. Each...

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Detalles Bibliográficos
Autor: Maté, Diego
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2019
País:Uruguay
Institución:Universidad ORT Uruguay
Repositorio:RAD
Idioma:español
OAI Identifier:oai:rad.ort.edu.uy:20.500.11968/3995
Acceso en línea:https://revistas.ort.edu.uy/inmediaciones-de-la-comunicacion/article/view/2889
https://hdl.handle.net/20.500.11968/3995
http://hdl.handle.net/20.500.11968/3995
Access Level:acceso abierto
Palabra clave:videogame
enunciation
sociosemiotics
art
aesthetic attention
videojuego
enunciación
sociosemiótica
arte
atención estética
Descripción
Sumario:Throughout almost five decades of existence, the videogame developed forms of textual interpellation that stabilized and gave rise to the regularization of enunciative figures. In this work four figures will be analyzed: the user, the player, the spectator and, most recently, the contemplator. Each one is the result of different operations and makes possible a communicational scene that can vary between the configuration of the game that is about to begin (user); the putting into work of skills aimed at overcoming a set of goals (player); the interruption of playful interaction by a non-participatory audiovisual flow (spectator); and, finally, the unfolding of an environment that can be inhabited without ludic restrictions (contemplator). Each figure has a specific textual site and supposes a singular contact proposal. The production of the videogame presents communicational modulations that for some reason were neglected by the field of games studies: from a sociosemiotic perspective, it is necessary to face the study of these enunciative strategies.