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      A mágica do jogo e o potencial do brincar

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          Abstract

          A invenção do computador introduziu a tecnologia digital e o que pode ser considerado o brinquedo e jogo mais complexo criado até hoje: o jogo eletrônico. As novas mídias são interativas, imediatas, oferecem narrativas não lineares, e ambientes onde pode haver interconexão entre o mundo "real" e o "virtual". Essas características propiciam a expansão de um espaço "mágico", onde o jogador pode se comunicar e interagir simultaneamente com outros jogadores e personagens virtuais inteligentes, e participar de narrativas "incertas" - sem começo, meio, e fim pré-definidos - nas quais age como colaborador e co-autor da experiência. O presente artigo discute o potencial dos jogos eletrônicos, estendendo a reflexão para além das retóricas de diversão e progresso em voga nos estudos atuais sobre a questão. Entre os pontos extremos da paidia do brincar informal e do ludus do jogo formal, existe uma vasta área intermediária a ser explorada. A teoria de um espaço potencial, situado entre o mundo interno do jogador e a realidade que lhe é externa, introduzida por D.W. Winnicott, oferece um modelo conceitual que expande as fronteiras oferecidas pelo conceito de círculo mágico de Huizinga. A partir desse olhar, o trabalho discute a complexa "mágica" dos jogos eletrônicos, o espaço potencial do brincar criativo, e propõe um interjogo saudável entre designer e jogador.

          Translated abstract

          The invention of digital technology introduced the most complex toy and game ever created: the video game. This new mediums is interactive, immediate, and offers non-linear narratives and environments where "real" and "virtual" worlds can be interconnected. These characteristics contribute to the expansion of the game's "magic" circle into a potential space where the player can communicate, act and interact in real-time with other players and artificially intelligent virtual characters. Through "uncertain" narratives, where the beginning, middle and end are not entirely pre-determined, players can collaborate and have co-authorship of the experience. The article explores the potential of videogames beyond the in-vogue rhetorics of fun and progress for entertainment and serious games. Between the two extremes in the axis paidia and ludus, or the informality of unstructured play and the formality of rule-based games, there is a vast intermediary area to be explored. The theory of a potential space, between what is internal and external to the player, introduced by D.W. Winnicott, offers a conceptual model that expands the borders of Huizinga´s magic circle. From this perspective, the article discusses the complex "magic" of videogames, the "potential space" of creative play, and proposes a healthy inter-game between designer and player.

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          Most cited references55

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          The Presentation of Self in Everyday Life

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                Author and article information

                Contributors
                Role: ND
                Role: ND
                Role: ND
                Journal
                malestar
                Revista Mal Estar e Subjetividade
                Rev.Mal-Estar Subj
                Universidade de Fortaleza (Fortaleza )
                1518-6148
                September 2010
                : 10
                : 3
                : 835-863
                Affiliations
                [1 ] PUC-Rio
                [2 ] PUC-Rio
                [3 ] PUC-Rio
                Article
                S1518-61482010000300007
                7e35a6cb-1e9d-47a3-8f67-c315155abd97

                http://creativecommons.org/licenses/by/4.0/

                History
                Categories
                PSYCHOLOGY, APPLIED

                Clinical Psychology & Psychiatry
                Creativity,Games,Magic circle,Potential space,Inter-game,Criatividade,Jogo,Círculo mágico,Espaço potencial,Interjogo

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