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The sensible body: interactions in video games

Grant number: 17/19008-2
Support type:Scholarships in Brazil - Doctorate
Effective date (Start): March 01, 2018
Effective date (End): February 28, 2021
Field of knowledge:Linguistics, Literature and Arts - Linguistics - Linguistic Theory and Analysis
Principal researcher:Arnaldo Cortina
Grantee:Mário Sérgio Teodoro da Silva Júnior
Home Institution: Faculdade de Ciências e Letras (FCL). Universidade Estadual Paulista (UNESP). Campus de Araraquara. Araraquara , SP, Brazil

Abstract

Video games are a highly popular media, especially nowadays, with a variety of unremitting technological improvements intent to maximize a player's immersive experience by stimulating their sensory channels. Thus, the present research concerns the study of those sensory stimuli in the meaning of current video games, seen in their cultural complexity, as texts-enunciates, support-objects and predicative scenes, as in the generative expression path by Jacques Fontanille. Games are an interactive media that demands the comprehension of its interaction regimes, by Eric Landowiski's sociosemiotics, and its sensible dimension, on the study of the interactive and perceptive body. The statute of the semiotic body is debated in the sémiotique de l'imprinte, also by Fontanille, close to Merleau-Ponty's phenomenology, and in the work by Elizabeth Harkot-de-La-Taille, in which the author approaches the ideas of Per Aage Brandt's cognitive semiotics, Paul Ricoeur's identity's construction, the perceptional processes by Groupe µ and Gremasian semiotics. Basing ouserlves on these sources, we may characterize the player body as the proprioceptive instance of conversion between physic sensory dimension and affective contents of memory, crucial in the interactive use of games. In further words, the highly sensory stimuli in video games may reveal a discursive strategy, relating to a marketing one, that puts the enunciatee in a dazzle with the play event, in the sense of Greimas' work, De l'imperfection, setting a search for conjunction with the aesthetical object, the game itself. At last, all those dynamics may reveal structures concerning the social subjects costumers of this media. (AU)

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Academic Publications
(References retrieved automatically from State of São Paulo Research Institutions)
JÚNIOR, Mário Sérgio Teodoro da Silva. The textualization of sensitive practices of video games. 2021. Doctoral Thesis - Universidade Estadual Paulista (Unesp). Faculdade de Ciências e Letras. Araraquara Araraquara.

Please report errors in scientific publications list by writing to: cdi@fapesp.br.