
Gameotics: A Game Analysis Method Based on Semiotics
2019; Springer Science+Business Media; Linguagem: Inglês
10.1007/978-3-030-23570-3_2
ISSN1611-3349
AutoresDaniel Paz de Araújo, Hermes Renato Hildebrand,
Tópico(s)Literary Theory and Cultural Hermeneutics
ResumoThe applied research in Games employs numerous instruments to carry out its investigations. The search for scientifically based analysis demands strategies that are in line with expectations regarding the efficiency and effectiveness of their studies. The intrinsic heterogeneity of games also requires that the mode of research be opportunely flexible and straightforward, to cover a greater diversity of elements. Such convergence in diversity can occur through the standard set of playful impulses of language, ritual, and myth; and its relations with the natural signal aspects of the games: interface, mechanics and narrative. Considering these specific characteristics of the games focusing on their experiences provided through the signs created, specific experimental research procedures can be applied as a possibility of research methodology. In this sense, Semiotics, as a study on systems and phenomena of signification, has the appropriate attributes to be used in the scientific research of games endowed with the mentioned aspects. Several kinds of research on Games have already been made through Semiotics, but there is no description of procedures for its application, allowing Semiotics to be adopted in a schematic way of studying these contexts. For this reason, it is proposed a fundamental methodology that enables the use of Semiotics as research structured in Games considering its intrinsic characteristics of signification and experimentation. The definition of the method is based on the correlation between the categories Primeity, Secundity and Terceirity of Semiotics articulated with the interface, mechanics, and narrative of the research object, that is, the Game. In support of the theoretical rationale of the proposal, a summary methodology guide will support researchers in their application. Associating Semiotics with Games in a structured model allows for the logical cohesion of study and analysis activities, generating uniform results, but respecting the specificities of signs and experiences of each Game. To confirm the proposal, it will be applied in Study Cases with analog and digital games, demonstrating its organization, application, and flexibility of adoption.
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