Dai a Jennifer o que é de Jennifer
um convite para o estudo da linguagem jogável com base no jogo Clock Tower
Abstract
The essay aims to discuss the study of videogames by researchers in the field of languages, specifically in literature and cinema, not only to identify its social and historical relevance, but also the existence of their own knowledge, which studies the game not as a tool or its means of production, but as a significant totality endowed with poetics and aesthetics, in line with the discussion on literature as knowledge (BARBOSA, 1996). For this, a brief history of the evolution of the expression of these languages in games and the ways they are incorporated will be drawn, through the case study of the game Clock Tower (1995). For this, the essay will make use of the text by AUMONT (2012) that discusses what is language and what constitutes the cinematographic language. In addition, the lack of a true theoretical-methodological basis to treat the elements of the game language not only as a means of expression is discussed and furthermore propose possible starting points for research, based on the works of CRAWFORD (1982) , KOSTER (2011) and ZIMMERMAN (2003).
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