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.
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