Game as text as game: the communicative experience of digital games

Authors

  • Carlos Magno Camargos Mendonça Faculdade de Filosofia e Ciências Humanas - Fafich/UFMG
  • Filipe Alves de Freitas Faculdade de Filosofia e Ciências Humanas - Fafich/UFMG

DOI:

https://doi.org/10.17231/comsoc.27(2015).2100

Keywords:

Text, aesthetic experience, immersion, performance

Abstract

We propose to regard video game as text, but not by literally understanding it as a verbal expression, and instead recognizing that many assumptions of literary theory are relevant to its analysis. This option seems to put us in sync with the narratologists, who exalt games as new manifestations of narrative, but cling to a conception of text as world that values illusionist effects. Instead, we are interested in experiences that, against this perspective, recognize the possibility of regarding game as a text that is a game - an incomplete object that is to be updated by the reader in a self-reflective relationship with the signs that compose it, a central notion to theories such as Iser’s and Dewey’s. Then, instead of focusing on strategies of immersion on large virtual worlds, we favor small independent casual games (such as Small Worlds, Grey, The Beggar, and Dys4ia) analyzing how, in these, take place experiences that allow us to re-examine the aesthetic potential of the medium.

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Published

2015-06-29

How to Cite

Mendonça, C. M. C., & Freitas, F. A. de. (2015). Game as text as game: the communicative experience of digital games. Comunicação E Sociedade, 27, 253–272. https://doi.org/10.17231/comsoc.27(2015).2100

Issue

Section

Communication, Expressivity and Narrativity in Videogames