Ludic cities: forms of management, habitat and travel in the urban environments of the video game
DOI:
https://doi.org/10.35494/topsem.2017.2.38.507Keywords:
video game, cities, sociosemioticsAbstract
Of all the space constructing possibilities, the recent production of the video game has opted by the (re)elaboration of cities. Small, configurable cities that need to be managed like those of the Sim City or Cities series; others cities represented on a human scale with the invitation to travel such as the Grand Theft Auto franchise; and, finally, hybrid game cities like Pokémon Go that operate a displacement of the screen towards the very materiality of the urban space. This work analyzes some of the modulations adopted by the mediatizations of the city and the different proposals of discursive contact that cuts the implementation of the ludic-ergodic dimension of the video game, besides the uses and practices enabled by the texts.Downloads
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