Semiotic cartography for ergodic texts: Didactic mediation and critical thinking in the face of technological innovation
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Keywords

visual culture
interactivity
semiotics
ergodic texts
video games

How to Cite

Ponce Díaz, R., & Ávila González, I. (2026). Semiotic cartography for ergodic texts: Didactic mediation and critical thinking in the face of technological innovation . Entretextos, 20(40), 124–135. https://doi.org/10.5281/zenodo.19806468

ARK

https://n2t.net/ark:/47886/19806468

Abstract

This study develops a cartography for exploring ergodic texts through semiotic analysis, focusing on video games and oriented toward didactic mediation and the strengthening of critical thinking regarding technological innovation. The methodology is based on the reformulation of the levels and gateways for textual analysis developed by Robert Marty in relation to Charles S. Peirce’s theory of signs, supported by the theoretical contributions of Nicole Everaert-Desmedt and Darin McNabb. Complementarily, the video game is characterized as an ergodic object within the frameworks of Espen J. Aarseth, establishing a relationship among ergodicity, the videoludic medium, and the notion of text from the perspective of sign theory. The impact of this proposal lies in providing a methodological tool for video game analysis that addresses the specific media characteristics of video games and its application in research on visual culture, interactivity, and educational environments. It is concluded that the developed cartography expands the possibilities for studying the video game as a complex cultural object and facilitates its systematic integration into academic and pedagogical analysis processes.

https://doi.org/10.5281/zenodo.19806468
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References

Aarseth, E. J. (1997). Cibertext. Perspectives on Ergodic Literature (1st ed.). The Johns Hopkins University Press.

Eco, U. (1992). Los límites de la interpretación. Lumen.

Everaet-Desmendt, N. (2006). Peirce’s Semiotics. Signo. Louis Hébert. http://www.signosemio.com/peirce/esthetics.asp

González-Vidal, J. C., & Ávila-González, I. (2019). El texto: Una noción problemática. Revista Amauta, 17(34), 17–26. https://doi.org/10.15648/am.34.2019.3

Jakobson, R. (1963). Essais de linguistique genérale. Minuit.

Marty, R. (1992). Semiótica del texto: Niveles y pasarelas. Signa: Revista de la Asociación Española de Semiótica, 1, 107–131. https://doi.org/10.5944/signa.vol1.1992.33233

McNabb, D. (2019). Hombre, signo y cosmos: La filosofía de Charles S, Peirce. Fondo de Cultura Económica.

Peirce, C. S. (1958). Collected Papers of Charles Sanders Peirce. Harvard University Press.

Ponce-Díaz, R., & Ávila-González, I. (2022). Navegación Ergódica: Aproximación desde los estudios visuales a las especificidades mediaticas de los videojuegos. La colmena, revista de la Universidad Autónoma del Estado de México, 113. https://doi.org/10.36677/lacolmena.v0i113.15675

Tarkovski, A. (2016). Esculpir el Tiempo (M. B. García, Trad.). Centro de Estudios Cinematográficos, UNAM.

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