Videogames as semiotic machines
DOI:
https://doi.org/10.5433/2237-9126.2021v16n29p266Keywords:
Semiotics, Phenomenology, Videogames, Semiotic Machines, Meaningful Play.Abstract
This paper aims to investigate if videogames can be understood as semiotic machines, according to Charles S. Peirce's pragmaticism as a reference. The work is also based on Winfried Nöth's (2007) formulation on semiotic machines, that is, machines that generate genuine interpretants. When the videogame is actually played, there is no way to know what all the possible results of the relationship established between the player and the rules of the game. The act of playing, here called gameplay, is an emerging process that can be described as semiosis. The semiosis that emerges from the relationship between player and rules is constituted by the triad player (the sign), rules (the object) and gameplay (the interpretant). However, not all video games allow the emergence of genuine interpretants. Salen and Zimmerman (2012) define the term meaningful play as the result between the player's actions and the rules of the game, only if such actions are discernible and significant in some way for the player. Pressing the buttons at random, or not being properly engaged in the action of playing, will only generate quasi-interpretants. Therefore, in Peircean terms, meaningful play only occurs if there is genuine semiosis. Videogames will only be considered semiotic machines if meaningful play actually occurs, otherwise only quasi-semioses are obtained.Downloads
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