The game is not over: relations between ludic appropriation and production of meaning in video games

Authors

DOI:

https://doi.org/10.15448/1980-3729.2020.1.33957

Keywords:

Ludic appropriation, Games, Video Games

Abstract

This article discusses the relationship between ludic appropriation and production of meaning in videogames. By ludic appropriation, we refer to the act of performing in-game actions that were not designed or expected by the creators of a particular game, thus expanding the possibilities of producing meaningful interactions in this medium. This work is divided into three large blocks. First, we return to the discussion on particular aspects of games, from theorists like Johan Huizinga, Roger Caillois and Jacques Henriot. Next, we present the concepts of ludic freedom and ludic appropriation as developed by Maude Bonenfant. Finally, we analyze an episode of ludic appropriation by the community of players of Halo: Combat Evolved, seeking to exemplify, from a real case, the concepts worked throughout the text.

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Author Biography

Emmanoel Ferreira, Universidade Federal Fluminense (UFF), Niterói, RJ

Doutor em Comunicação e Cultura pela Escola de Comunicação da Universidade Federal do Rio de Janeiro (UFRJ), Rio de Janeiro, RJ, Brasil. Professor do Departamento de Estudos Culturais e Mídia e do Programa de Pós-Graduação em Comunicação da Universidade Federal Fluminense (UFF), Niterói, RJ, Brasil.

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Published

2020-06-14

How to Cite

Ferreira, E. (2020). The game is not over: relations between ludic appropriation and production of meaning in video games. Revista FAMECOS, 27(1), e33957. https://doi.org/10.15448/1980-3729.2020.1.33957

Issue

Section

Cyberculture