Tesis
Autoría
Fecha
12/12/2017
Resumen
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SIGEVA
This investigation maintains the following thesis: in the passage from disciplinary societies to control societies, there are specific game/play assemblages (agencements), video games, whose importance could be seen in the processes of subjectivation that they generate. Thus, the subject of this work will be the processes of subjectivation in the Integrated World Capitalism, while the object that we are going to construct will be the game/play assemblages (video games) and the processes of inve...
This investigation maintains the following thesis: in the passage from disciplinary societies to control societies, there are specific game/play assemblages (agencements), video games, whose importance could be seen in the processes of subjectivation that they generate. Thus, the subject of this work will be the processes of subjectivation in the Integrated World Capitalism, while the object that we are going to construct will be the game/play assemblages (video games) and the processes of invention linked to them. This construction will lead to the problem of understanding the modes of semiotization inscribed in video games, through the study of the processes of invention and imagination in groups of designers and developers of the city of Santa Fe. We will begin this thesis with an exam of the most frequent studies and trends of analysis of video games in Latin America and Spain. Thus in the first chapter, in addition to seeing the increasing importance of our object in the region, we will find some research vacancies and we will outline the methodology to be used. In a second chapter, we will deal with the notion of agencement by specifically addressing its relation to the concepts of deleuzoguattarian social theory. From there, we will try to understand the existence of game/play assemblages and their relationship with the confluence of lines, semiotics and socio-technical machines. Thanks to the study of the agencement, we will see that this notion supposes dimensions of historical-genealogical analysis on the pathways of condensation and stratification that the game/play assemblages undergo. Therefore, in the third chapter, we will delineate a map of the molecular, molar and abstract lines intertwined in three processes of rationalization or regularization of the ludic practices. We will see that these processes of stratification imply the formation, presence and relative autonomy of the game/play agencement in the passage from disciplinary societies to control societies. In this chapter we will underline the set of territorializations and codifications that relate the game/play assemblages with contemporary capitalism. In the fourth chapter it will be explained that the processes of subjectivation of the control diagram imply two semiotic, socio-technical and economic regimes: social subjection and machinic enslavement (asservissement machinique). We will follow the appearance of regimes of signs and images belonging to the cognitive or integrated world capitalism (CMI) and we will point out the paradigmatic place of video game assemblages in them. This section will be complemented in the next chapters where we will delve into the intensive semiotics and the processes of invention and imagination unleashed by our object. Therefore, the chapters five and seven will be supported by our empirical work, on the one hand, in participant observations (Appendix I) and, on the other, based on an analysis of video games invented by independent developers of Santa Fe during The Global Game Jams (GGJ) (Appendix II, grid of analysis). The fifth chapter will be the basis for the study of social subjection according to the mode of subjectivation user / producer of the CMI and will allow us to describe some ways of formation of the cognitariat. In the later sections we will explore he relation between imagination and invention in videogames as a mode of machinic enslavement (asservissement machinique). In chapter six, we will study the foundations of the new regime of images of control and its relation to intensive semiotics as artificial reterritorializations. There we will try out a theoretical confluence between the deleuzoguattarian social theory and the simondonian one. This essay will allow us to think the processes of imagination raised by the video game agencement. While in the seventh chapter we will explore the connections between the molar, molecular, and abstract lines of videogame assemblages. In the final chapter, in addition to pointing out a reconstruction of the problems presented, we will see how, together with the reterritorialization processes characteristic of the control societies, there are processes of deterritorialization and becoming experimented by the developers in the GGJ, as well as lines of flight that indicate the possibility of a post-media era.
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Palabras Clave
Tecnologías de Información y la ComunicaciónVideojuegosInvención y DesarrolloCapitalismo Contemporáneo
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