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...
Ausführliche Beschreibung
Autor*in: |
Vargas-Iglesias, Juan J. [verfasserIn] |
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E-Artikel |
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De Gruyter ; 2019 |
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24 |
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Walter de Gruyter Online Zeitschriften |
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Übergeordnetes Werk: |
Enthalten in: Semiotica - Berlin [u.a.] : Mouton de Gruyter, 1969, 2019(2019), 229 vom: 16. Mai, Seite 329-352 |
Übergeordnetes Werk: |
volume:2019 ; year:2019 ; number:229 ; day:16 ; month:05 ; pages:329-352 ; extent:24 |
Links: |
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DOI / URN: |
10.1515/sem-2017-0114 |
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NLEJ248179896 |
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10.1515/sem-2017-0114 doi articles2015-2020.pp (DE-627)NLEJ248179896 DE-627 ger DE-627 rakwb Vargas-Iglesias, Juan J. verfasserin aut Semiotic and discursive consequences of the cybertextual condition: The case of tragedy De Gruyter 2019 24 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier 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. Walter de Gruyter Online Zeitschriften tragedy semiotics Greimas proceduralism serious games Enthalten in Semiotica Berlin [u.a.] : Mouton de Gruyter, 1969 2019(2019), 229 vom: 16. Mai, Seite 329-352 (DE-627)NLEJ248236822 (DE-600)2044265-8 1613-3692 nnns volume:2019 year:2019 number:229 day:16 month:05 pages:329-352 extent:24 https://doi.org/10.1515/sem-2017-0114 Deutschlandweit zugänglich GBV_USEFLAG_U ZDB-1-DGR GBV_NL_ARTICLE AR 2019 2019 229 16 05 329-352 24 |
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10.1515/sem-2017-0114 doi articles2015-2020.pp (DE-627)NLEJ248179896 DE-627 ger DE-627 rakwb Vargas-Iglesias, Juan J. verfasserin aut Semiotic and discursive consequences of the cybertextual condition: The case of tragedy De Gruyter 2019 24 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier 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. Walter de Gruyter Online Zeitschriften tragedy semiotics Greimas proceduralism serious games Enthalten in Semiotica Berlin [u.a.] : Mouton de Gruyter, 1969 2019(2019), 229 vom: 16. Mai, Seite 329-352 (DE-627)NLEJ248236822 (DE-600)2044265-8 1613-3692 nnns volume:2019 year:2019 number:229 day:16 month:05 pages:329-352 extent:24 https://doi.org/10.1515/sem-2017-0114 Deutschlandweit zugänglich GBV_USEFLAG_U ZDB-1-DGR GBV_NL_ARTICLE AR 2019 2019 229 16 05 329-352 24 |
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10.1515/sem-2017-0114 doi articles2015-2020.pp (DE-627)NLEJ248179896 DE-627 ger DE-627 rakwb Vargas-Iglesias, Juan J. verfasserin aut Semiotic and discursive consequences of the cybertextual condition: The case of tragedy De Gruyter 2019 24 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier 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. Walter de Gruyter Online Zeitschriften tragedy semiotics Greimas proceduralism serious games Enthalten in Semiotica Berlin [u.a.] : Mouton de Gruyter, 1969 2019(2019), 229 vom: 16. Mai, Seite 329-352 (DE-627)NLEJ248236822 (DE-600)2044265-8 1613-3692 nnns volume:2019 year:2019 number:229 day:16 month:05 pages:329-352 extent:24 https://doi.org/10.1515/sem-2017-0114 Deutschlandweit zugänglich GBV_USEFLAG_U ZDB-1-DGR GBV_NL_ARTICLE AR 2019 2019 229 16 05 329-352 24 |
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10.1515/sem-2017-0114 doi articles2015-2020.pp (DE-627)NLEJ248179896 DE-627 ger DE-627 rakwb Vargas-Iglesias, Juan J. verfasserin aut Semiotic and discursive consequences of the cybertextual condition: The case of tragedy De Gruyter 2019 24 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier 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. Walter de Gruyter Online Zeitschriften tragedy semiotics Greimas proceduralism serious games Enthalten in Semiotica Berlin [u.a.] : Mouton de Gruyter, 1969 2019(2019), 229 vom: 16. Mai, Seite 329-352 (DE-627)NLEJ248236822 (DE-600)2044265-8 1613-3692 nnns volume:2019 year:2019 number:229 day:16 month:05 pages:329-352 extent:24 https://doi.org/10.1515/sem-2017-0114 Deutschlandweit zugänglich GBV_USEFLAG_U ZDB-1-DGR GBV_NL_ARTICLE AR 2019 2019 229 16 05 329-352 24 |
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10.1515/sem-2017-0114 doi articles2015-2020.pp (DE-627)NLEJ248179896 DE-627 ger DE-627 rakwb Vargas-Iglesias, Juan J. verfasserin aut Semiotic and discursive consequences of the cybertextual condition: The case of tragedy De Gruyter 2019 24 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier 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. Walter de Gruyter Online Zeitschriften tragedy semiotics Greimas proceduralism serious games Enthalten in Semiotica Berlin [u.a.] : Mouton de Gruyter, 1969 2019(2019), 229 vom: 16. Mai, Seite 329-352 (DE-627)NLEJ248236822 (DE-600)2044265-8 1613-3692 nnns volume:2019 year:2019 number:229 day:16 month:05 pages:329-352 extent:24 https://doi.org/10.1515/sem-2017-0114 Deutschlandweit zugänglich GBV_USEFLAG_U ZDB-1-DGR GBV_NL_ARTICLE AR 2019 2019 229 16 05 329-352 24 |
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Semiotic and discursive consequences of the cybertextual condition: The case of tragedy |
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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. |
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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. |
abstract_unstemmed |
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. |
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<?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>01000caa a22002652 4500</leader><controlfield tag="001">NLEJ248179896</controlfield><controlfield tag="003">DE-627</controlfield><controlfield tag="005">20220820040506.0</controlfield><controlfield tag="007">cr uuu---uuuuu</controlfield><controlfield tag="008">220814s2019 xx |||||o 00| ||und c</controlfield><datafield tag="024" ind1="7" ind2=" "><subfield code="a">10.1515/sem-2017-0114</subfield><subfield code="2">doi</subfield></datafield><datafield tag="028" ind1="5" ind2="2"><subfield code="a">articles2015-2020.pp</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-627)NLEJ248179896</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-627</subfield><subfield code="b">ger</subfield><subfield code="c">DE-627</subfield><subfield code="e">rakwb</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Vargas-Iglesias, Juan J.</subfield><subfield code="e">verfasserin</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Semiotic and discursive consequences of the cybertextual condition: The case of tragedy</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="b">De Gruyter</subfield><subfield code="c">2019</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">24</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">Text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">Computermedien</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">Online-Ressource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">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.</subfield></datafield><datafield tag="533" ind1=" " ind2=" "><subfield code="f">Walter de Gruyter Online Zeitschriften</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">tragedy</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">semiotics</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Greimas</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">proceduralism</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">serious games</subfield></datafield><datafield tag="773" ind1="0" ind2="8"><subfield code="i">Enthalten in</subfield><subfield code="t">Semiotica</subfield><subfield code="d">Berlin [u.a.] : Mouton de Gruyter, 1969</subfield><subfield code="g">2019(2019), 229 vom: 16. Mai, Seite 329-352</subfield><subfield code="w">(DE-627)NLEJ248236822</subfield><subfield code="w">(DE-600)2044265-8</subfield><subfield code="x">1613-3692</subfield><subfield code="7">nnns</subfield></datafield><datafield tag="773" ind1="1" ind2="8"><subfield code="g">volume:2019</subfield><subfield code="g">year:2019</subfield><subfield code="g">number:229</subfield><subfield code="g">day:16</subfield><subfield code="g">month:05</subfield><subfield code="g">pages:329-352</subfield><subfield code="g">extent:24</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="u">https://doi.org/10.1515/sem-2017-0114</subfield><subfield code="z">Deutschlandweit zugänglich</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">GBV_USEFLAG_U</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-1-DGR</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">GBV_NL_ARTICLE</subfield></datafield><datafield tag="951" ind1=" " ind2=" "><subfield code="a">AR</subfield></datafield><datafield tag="952" ind1=" " ind2=" "><subfield code="d">2019</subfield><subfield code="j">2019</subfield><subfield code="e">229</subfield><subfield code="b">16</subfield><subfield code="c">05</subfield><subfield code="h">329-352</subfield><subfield code="g">24</subfield></datafield></record></collection>
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