<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1665-1200</journal-id>
<journal-title><![CDATA[Tópicos del Seminario]]></journal-title>
<abbrev-journal-title><![CDATA[Tóp. Sem]]></abbrev-journal-title>
<issn>1665-1200</issn>
<publisher>
<publisher-name><![CDATA[Benemérita Universidad Autónoma de Puebla, Seminario de Estudios de la Significación]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1665-12002017000200099</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Ciudades lúdicas: formas de gestión, hábitat y recorrido en los entornos urbanos del videojuego]]></article-title>
<article-title xml:lang="en"><![CDATA[Ludic cities: forms of management, habitat and travel in the urban environments of the video game]]></article-title>
<article-title xml:lang="fr"><![CDATA[Villes ludiques : formes de gestion, habitat et parcours aux alentours urbains du jeu vidéo]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Maté]]></surname>
<given-names><![CDATA[Diego]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Nacional de las Artes (UNA)  ]]></institution>
<addr-line><![CDATA[Ciudad Autónoma de Buenos Aires ]]></addr-line>
<country>Argentina</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2017</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2017</year>
</pub-date>
<numero>38</numero>
<fpage>99</fpage>
<lpage>120</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S1665-12002017000200099&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S1665-12002017000200099&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S1665-12002017000200099&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen: De todas las posibilidades de construcción del espacio, la producción reciente del videojuego se decanta cada vez con más frecuencia por la (re)elaboración de ciudades. Pequeñas ciudades configurables que hay que administrar de manera similar a las de las series Sim City o Cities y otras representadas a escala humana, las cuales invitan a ensayar recorridos, como ocurre en la franquicia Grand Theft Auto y, finalmente, las ciudades híbridas de juegos como Pokémon Go, que operan un desplazamiento de la pantalla hacia la materialidad misma de lo urbano. Este trabajo analiza algunas de las modulaciones que adoptan en el presente las mediatizaciones de la ciudad y las distintas propuestas de contacto discursivo que recorta la implementación de lo lúdico-ergódico específico del videojuego, además de los usos y prácticas habilitados por los textos.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract: Of all the space constructing possibilities, the recent production of the video game has opted by the (re)elaboration of cities. Small, configurable cities that need to be managed like those of the Sim City or Cities series; others cities represented on a human scale with the invitation to travel such as the Grand Theft Auto franchise; and, finally, hybrid game cities like Pokémon Go that operate a displacement of the screen towards the very materiality of the urban space. This work analyzes some of the modulations adopted by the mediatizations of the city and the different proposals of discursive contact that cuts the implementation of the ludic-ergodic dimension of the video game, besides the uses and practices enabled by the texts.]]></p></abstract>
<abstract abstract-type="short" xml:lang="fr"><p><![CDATA[Résumé : De toutes les possibilités de construction de l&#8217;espace, la récente production du jeu vidéo privilégie chaque fois davantage la ré(élaboration) de villes. De petites villes configurables qu&#8217;il faut administrer de la même manière que celles des séries Sim City ou Cities et autres villes représentées à échelle humaine, proposant divers circuits, comme dans le cas de la franchise de Grand Theft Auto et finalement les villes de jeux hybrides comme c&#8217;est le cas dans Pokémon Go, qui opèrent un déplacement de l&#8217;écran vers la matérialité même du milieu urbain. Ce travaille analyse certaines des modulations adoptées aujourd&#8217;hui par les médiatisations de la ville et les différentes propositions de contact discursif qui réduit la mise en place de l&#8217;aspect ludico-ergodique spécifique du jeu vidéo, ainsi que les usages et pratiques facilités par les textes.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[videojuego]]></kwd>
<kwd lng="es"><![CDATA[ciudades]]></kwd>
<kwd lng="es"><![CDATA[sociosemiótica]]></kwd>
<kwd lng="en"><![CDATA[video game]]></kwd>
<kwd lng="en"><![CDATA[cities]]></kwd>
<kwd lng="en"><![CDATA[sociosemiotics]]></kwd>
<kwd lng="fr"><![CDATA[jeu vidéo]]></kwd>
<kwd lng="fr"><![CDATA[villes]]></kwd>
<kwd lng="fr"><![CDATA[sociosémiotique]]></kwd>
</kwd-group>
</article-meta>
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<source><![CDATA[The medium of the video game]]></source>
<year>2001</year>
<publisher-loc><![CDATA[Austin ]]></publisher-loc>
<publisher-name><![CDATA[Texas University Press]]></publisher-name>
</nlm-citation>
</ref>
</ref-list>
</back>
</article>
