Semiotics of intertemporality in videoludic media. Proposal of an analysis matrix

##plugins.themes.bootstrap3.article.main##

##plugins.themes.bootstrap3.article.sidebar##

Published 30-11-2018
Cristian Felipe Parra

Abstract

Most of ludo-narrative video games involve temporal relationships between narrative elements of different nature, mainly hypertextual and cybertextual elements (self-generated narratives by a virtual reality simulator).
These relationships have a rhythm that marks the development of video videoludic discourse in the narrative universe. From the identification of the
constituent elements of this intertemporal rhythm, the present work proposes
a typology of relationships that can serve as a matrix for the analysis of the
videoludic story insofar as it allows to describe with more precision the  temporal configuration of this particular type of narratives.


KEYWORDS: Narrative, hyper-textuality,

 

How to Cite

Parra, C. F. (2018). Semiotics of intertemporality in videoludic media. Proposal of an analysis matrix. ZER - Journal of Communication Studies, 23(45). https://doi.org/10.1387/zer.19632
Abstract 525 | PDF (Español) Downloads 452

##plugins.themes.bootstrap3.article.details##

References
Aarseth, E. (1997) Cybertext: perspectives on ergodic literature. Baltimore: Johns Hopkins University Press.

AEVI, Asociación Española de Videojuego (2015) El consumo global de videojuegos en España superó los 1.000 millones de euros en 2015. Recuperado de:http://www.aevi.org.es/consumo-global-videojuegos-espana-supero-los-1-000-millones-euros-2015/

Bettetini, G. (1996) L'audiovisivo. Dat cinema ai nuovi media. Milan: Bompiani.

Biocca, F., & Delaney, B. (1995). Immersive virtual reality technology. En F. Biocca & M. R. Levy (Eds.), Communication in the age of virtual reality (pp. 57-124). Hillsdale, NJ: Lawrence Erlbaum Associates.

Colombo, F. Y Eugeni, R. (1996) II testo visibile. Roma. Editori Riuniti.
Genette, G. (1987) Figuras III. Barcelona: Editorial Lumen.

Eco, U. (1979) Lector in fabula. La cooperazione interpretativa nei testi narrativi— Lector in fabula. La cooperación interpretativa en el texto narrativo, trd.: Ricardo Pochtar; Lumen, Barcelona, 1981

Eco, U. (1990) I limiti dell'interpretazione. Milan: Bompiani.

Eco, U. (1994) Sei passeggiate nei boschi narrativi. Milan: Bompiani.

Frasca, G. (2001) Videogames of the oppressed: videogames as a means for critical thinking and debate . Tesis del Master of Information Design and Technology. Georgia Institute of Technology. Consultado de: http://www.ludology.org/articles/thesis/ [06/12/2016].

Juul, J. (2005) Half-Real: videogames between real rules and fictional worlds. Cambridge: MIT Press.

Landow, G. (2009) Hypertext 3.0. Barcelona: Paidós.

Navarrete, Gómez, Pérez, J. (2014). Una aproximación a los paradigmas de la Teoría del Videojuego. Retrieved from https://idus.us.es/xmlui/bitstream/handle/11441/24726/zer37-06-navarrete.pdf?sequence=1
Nelson, T. (1992) Literary Machines 93.1. Sausalito: Mindful Press.

Pajares, S. Las posibilidades de la narrativa hipertextual, Obtenida el 09 de agosto de 2015. Consultado de: http://pendientedemigracion.ucm.es/info/especulo/numero6/s_pajare.htm [12/01/2017]

Parra, C. (2016). Ritmo Intertemporal Y Estética Del Relato En Medios Ludo-Narrativos. Configuración De La Historia Y El Argumento Videolúdico (Tesis de maestría). Universidad de la Frontera, Temuco, Chile.

Pérez, Ó. (2014, October 2). El significado en juego: sobre la dimensión lúdica del discurso del videojuego. Retrieved from http://ruc.udc.es/dspace/bitstream/handle/2183/13489/CC-130_art_185.pdf?sequence=1
Salen, K. Y Zimmerman, E. (2004) Rules of Play: game design fundamentals. Cambridge, Londres: MIT Press.

Schroeder, R. (1996) Possible worlds: The social dynamic of virtual reality technology. Boulder. Westview Press.

Scolari, C. (2003) Hipertextos, Interfaces, Interacciones. deSignis nº5. Editorial Gedisa, Barcelona. PP 23- 26.

Steuer J.S. (1992) Defining virtual reality: Dimensions determining telepresence, Journal of Communication nº42. PP 73-93. Consultado de: http://www.cybertherapy.info/pages/telepresence.pdf [06/12/2016].
Section
Articles