O campo de referência dos videogames: estudo semiótico sobre o objeto dinâmico do game

Detalhes bibliográficos
Ano de defesa: 2008
Autor(a) principal: Guimarães, Daniel de Vasconcelos lattes
Orientador(a): Santaella, Lucia
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Pontifícia Universidade Católica de São Paulo
Programa de Pós-Graduação: Programa de Estudos Pós-Graduados em Comunicação e Semiótica
Departamento: Comunicação
País: BR
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://tede2.pucsp.br/handle/handle/5151
Resumo: In the technical language of semiotics, the dynamic object talks about the reference field of a sign. Taking in consideration games as complex signs, which, hence, the power of meaning from the triadic sign-object-interpretant relation, this research aimed to study the problem of the dynamic object of the game, in the possibilities which it presents. To accomplish that, three games were selected as the research corpus, each one from a different videogame system: God of War I e II (Playstation 2, Sony Computer Entertainment America, Santa Monica Studio, 2005, 2007), Super Mario Galaxy (Wii, Nintendo, 2006) e Gears of War (Xbox360, Microsoft Game Studios, Epic Games, 2006). The methodology of the analysis is based on the percean semiotics concepts which allowed us, to take into consideration how games work as signs and phenomena as well. In such a way that revealed in our research, three modes of being for the game dynamic object directly related to the three peircean universal categories of firstness, secondness and thirdness. Thus, with the present research, we looked to contribute with the current area of game studies, by the point of view of semiotics and communication areas, opening an independent way from the current studies about games which are divided generally, in narratology and ludology stricto sensu. Finally, this study aimed to make reflections about the dynamic object of the videogame, trying to comprehend its constitution and modes of working and being as language and communicative process