Semiotic and discursive consequences of the cybertextual condition: The case of tragedy
In recognition of the central place that the concept of tragedy holds in the historical understanding of culture and society, this paper features an analysis of its presence, current state, and value in the digital environments of the postmodern era, with special attention to videogames. Thus, the o...
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Veröffentlicht in: | Semiotica 2019-07, Vol.2019 (229), p.329-352 |
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description | In recognition of the central place that the concept of tragedy holds in the historical understanding of culture and society, this paper features an analysis of its presence, current state, and value in the digital environments of the postmodern era, with special attention to videogames. Thus, the overcoming of a classic model of tragedy in the cybertextual condition is first determined, along with the discursive dimension underlying said overcoming. To this end a theoretical statement to the issue of tragedy is proposed, from the perspective of the cybertext as procedural rhetoric. This will establish the formulation of a semiotic analytical model that problematizes Greimas’ actantial system under the light of the digital and interactive reality of videogames. To avoid this constraint, we propose to attach a new variable to the base of the generative trajectory: the “configurative synthesis,” product of the so-called “gaming/playing function.” This addition will integrate the figures of the game and the player in the dynamic distinction of the “quasi-Actant.” Finally, a sample of 79 cases will be observed in regards to the implications of the cybertextual notion of tragedy to the narrative and discourse of videogames. |
doi_str_mv | 10.1515/sem-2017-0114 |
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Thus, the overcoming of a classic model of tragedy in the cybertextual condition is first determined, along with the discursive dimension underlying said overcoming. To this end a theoretical statement to the issue of tragedy is proposed, from the perspective of the cybertext as procedural rhetoric. This will establish the formulation of a semiotic analytical model that problematizes Greimas’ actantial system under the light of the digital and interactive reality of videogames. 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To avoid this constraint, we propose to attach a new variable to the base of the generative trajectory: the “configurative synthesis,” product of the so-called “gaming/playing function.” This addition will integrate the figures of the game and the player in the dynamic distinction of the “quasi-Actant.” Finally, a sample of 79 cases will be observed in regards to the implications of the cybertextual notion of tragedy to the narrative and discourse of videogames.</description><subject>Computer & video games</subject><subject>Educational software</subject><subject>Greimas</subject><subject>Postmodernism</subject><subject>proceduralism</subject><subject>Rhetoric</subject><subject>Semiotics</subject><subject>serious games</subject><subject>Tragedies</subject><subject>tragedy</subject><issn>0037-1998</issn><issn>1613-3692</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2019</creationdate><recordtype>article</recordtype><recordid>eNptkNFLwzAQxoMoOKePvhd8rubSNG18ERlOhYEPTnwMaXKdHVs7k1Ttf2_qBF-Egzvufvfd8RFyDvQScsivPG5TRqFIKQA_IBMQkKWZkOyQTCjNihSkLI_JifdrSimHgk7I6zNumy40JtGtTWzjTe9884GJ6VqP7z22Bn3S1Ul4i72hQhfwK_R6MwK2CU3XXifLcaY9_nBOr9AOp-So1huPZ795Sl7md8vZQ7p4un-c3S5Sw4oixI9qCtJAoasaQJSMs9zmzGrJRckpKyVlGrgRMo6sZTWrUJS6zAstyorTbEou9ro718VvfVDrrndtPKkYz3mW8VyISKV7yrjOe4e12rlmq92ggKrROxW9U6N3avQu8jd7_lNvAjqLK9cPsfgT_3cvFpIxmcX4BvIXdZM</recordid><startdate>20190701</startdate><enddate>20190701</enddate><creator>Vargas-Iglesias, Juan J.</creator><general>De Gruyter</general><general>Mouton de Gruyter</general><scope>AAYXX</scope><scope>CITATION</scope><scope>7T9</scope></search><sort><creationdate>20190701</creationdate><title>Semiotic and discursive consequences of the cybertextual condition: The case of tragedy</title><author>Vargas-Iglesias, Juan J.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c277t-19f019c17abf11682425d52da94684028902a14c69824dd2f2be68a857a68b403</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2019</creationdate><topic>Computer & video games</topic><topic>Educational software</topic><topic>Greimas</topic><topic>Postmodernism</topic><topic>proceduralism</topic><topic>Rhetoric</topic><topic>Semiotics</topic><topic>serious games</topic><topic>Tragedies</topic><topic>tragedy</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Vargas-Iglesias, Juan J.</creatorcontrib><collection>CrossRef</collection><collection>Linguistics and Language Behavior Abstracts (LLBA)</collection><jtitle>Semiotica</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Vargas-Iglesias, Juan J.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Semiotic and discursive consequences of the cybertextual condition: The case of tragedy</atitle><jtitle>Semiotica</jtitle><date>2019-07-01</date><risdate>2019</risdate><volume>2019</volume><issue>229</issue><spage>329</spage><epage>352</epage><pages>329-352</pages><issn>0037-1998</issn><eissn>1613-3692</eissn><abstract>In recognition of the central place that the concept of tragedy holds in the historical understanding of culture and society, this paper features an analysis of its presence, current state, and value in the digital environments of the postmodern era, with special attention to videogames. 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subjects | Computer & video games Educational software Greimas Postmodernism proceduralism Rhetoric Semiotics serious games Tragedies tragedy |
title | Semiotic and discursive consequences of the cybertextual condition: The case of tragedy |
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