16; Louis Vax, Arte y literatura fantásticas (Buenos Aires: Eudeba, ), p. 6. 2. Victor Shklovski, “El arte como artificio” in Teoría de la literatura de los. EL ARTE COMO ARTIFICIO; Autor. Shklovski. INTEGRANTES: Antonieta Ontiveros Ruiz; Adriana López Núñez; Gabriela G. Agis Mendoza. Dra. Flor de María. Shklovski, Viktor (). El arte como artificio (). In Todorov, Tzvetan (Ed.), Teoría de la literatura de los formalistas rusos. Argentina: Siglo XXI, pp.

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Therefore, fictional worlds are defined in a composable framework, but their conception as such becomes unlimited and diverse — natural or realistic worlds, fantasy worlds. Television is losing its audience because of the Internet as well as the growing consumption of video games shklvoski children and adults especially by women and the elderlywho are attracted to video games that foster language learning, improve health or artificioo the brain and intellect.

Lastly, it is necessary to define this idea of fiction from another extremely similar and occasionally assimilated concept: In this way, this dimension emphasizes the idea that ludofictional worlds are predetermined spaces for action and relationships with other fictional beings that may sometimes become the central axis of the ludic experience.

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In this way, point- blank positivism replaced all phenomenological notions. Possible worlds in philosophy 11 2. Both in Europe especially in Nordic countries and the United States, video games have become an object of essential study to understand communication in the skhlovski century Egenfeldt Nielsen et al. The complexity of current video games and the many possible scientific approaches lead us to construct a theoretical-practical model with three different dimensions that may necessitate distinct levels of analysis, but that simultaneously show interrelation in their meaning.

Above all, video games are fictional and cultural objects. But, once again, it seems possible to say, in a certain sense, that Pegasus can fly and, thus, that there are horses gifted with this ability.

Así la vida desaparece transformándose en nada. La – Sistemas de representación de la realidad

In fact, under the criteria of referentialist modal logic, little or nothing can be said about those worlds populated by elves, hobbits, dragons and supernatural beings. In the same way, the syuzhet has also been called the plot Chatman, ; Bordwell, b or the story Genette, ; Metz, On one hand, the viewer-story relationship is generally based on a certain anthropomorphic identification.

In turn, these properties may determine part of the game world structure, its aesthetic properties — distinct from the previous ones by lack of direct participation in the game interaction — or, in the case of incidental properties, also some of its processes.


The third and final form that Jenkins proposes is Embedded Narrative p. From here, the fictional world becomes a catalog of possible experiences, some more fortunate than others, which show different romantic relationships and concepts of happiness.

Victor, “Probleme der literarischen Gattungsgeschichte”, Deuts For example, in the case of Missile Command Atari,the player directs missile batteries, while in Tetris Pazhitnov,he must eliminate blocks falling from above by forming rows: But under no circumstances would he be interested to know that his counterpart could win the elections in another worldp.

From a strictly physicalist perspective, the world is seen as a totality and the organization of all things that exist on planet Earth, while in the Humanities, the world is seen as a system that integrates ways of thinking — the Christian world, the pagan world — or imaginary elements — the world of Emma Bovary, the world of Sherlock Holmes.

In any case, nowadays it seems that fiction not only has survived all these single world interpretations but also its discursive potential has returned in full.

User may accelerate the speed of the fall. It is important to emphasize that play comprises of the cultural practices surrounding the use of the game and also those arhe through implementation disobey those practices expressly anticipated in the fictional world such as cheating or stealing private data from a artificiio during an online game Glas, As a result, Schaeffer proposes three broad types of relations when srte of mimesis.

Ludofictional worlds inherit the fictional worlds of literature and film regarding their fictional content, but they are completely different concerning their proactive and transformative ability regarding the user. Skip to main content. On the other hand, a fictional world may not be absolutely complete for a very simple reason: Merejkovski can sus Compaiieros eternos por una afinidad can sus ideas.

Susana Pajares Tosca emphasized the senselessness of the debate and the unnecessary positioning of researchers regarding the conflict, which seemed to emerge in the majority of studies.

EL ARTE COMO ARTIFICIO by Evelyn Cordero on Prezi

From a possibilist perspective, the statement is not limited to establishing a simple possibility which, conversely, many philosophers, possibilists or otherwise, could accepti. As we can see from these intermediate approaches, the field of Game Studies has progressively shifted from the Ludology- Narratology debate — in other words, the superiority of an analysis of game as a system of rules vs. However, the fictional framework or diegesis has found a greater terminological fortune in the concept of fictional worlds and this is generally due to two reasons.


The central pillar of his thesis focuses on the conception of game as a text — or better said, cybertext — both from a ludic perspective and in configuration of a narrative universe and interactive declaration.

As a result, Aristotle considers that humans, from a young age, make use of this mimesis to learn, such as a child who imitates his father while fishing. As a result, he links the idea of mimesis to copying reality with the intention to deceive: On the other hand, the Lewisian concept has generally been considered false possibilism that disguises extreme hyperactualism: La idea de provocar un efecto en el receptor coincide con lo postulado por Viktor This deception climaxes with human language and our broad ability to adapt to different circumstances.

It is man who perceives good and evil — the least good, according to the Leibnizian God — and who chooses to transform this world into a space of more or less good things.

For example, we shall return to the case of the popular saga, Matrix. Thus, while play comprises of all gaming artificii derived from its use, gameplay anticipates a more specific and inscribed element in the core of play that is defined as the game dynamics that emerge from the relationship between game rules and the game world Egenfeldt-Nielsen et al.

In this way, while the viewer seeks an emotional kind of identity relationship in the movies, the player essentially seeks a personal challenge to test himself as a player.

After the analysis and critique of the main ludological arguments, and in order to overcome the polarization of the debate, Ryan calls for the creation of a ludo-narrativism that allows us to study the relation between the fictional world of video games and the playable space p. The isolation of Analytical Philosophy in relation to other knowledge areas intimately connected arhificio fictionality — literary theory, semiotics, anthropology — implies interpretations that have little to do with the imaginary as artifico cultural force and that instead focus on fitting fiction into a logical-referential framework far from its natural character.

In this sense, Leibniz is criticized for an excessive commitment to a belief in the divine.