<?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>1688-8626</journal-id>
<journal-title><![CDATA[Inmediaciones de la Comunicación]]></journal-title>
<abbrev-journal-title><![CDATA[Inmediac. Comun]]></abbrev-journal-title>
<issn>1688-8626</issn>
<publisher>
<publisher-name><![CDATA[Universidad ORT Uruguay]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1688-86262025000101203</article-id>
<article-id pub-id-type="doi">10.18861/ic.2025.20.1.4020</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Hubo un tiempo que fue. Sobre lo retro y los reenvíos del videojuego a su pasado]]></article-title>
<article-title xml:lang="en"><![CDATA[There was a time that was. On retro and video game returns to the past]]></article-title>
<article-title xml:lang="pt"><![CDATA[Houve uma época em que era. Sobre o retro e o regresso dos videojogos ao passado]]></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  ]]></institution>
<addr-line><![CDATA[ Ciudad Autónoma de Buenos Aires]]></addr-line>
<country>Argentina</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>00</month>
<year>2025</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>00</month>
<year>2025</year>
</pub-date>
<volume>20</volume>
<numero>1</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.edu.uy/scielo.php?script=sci_arttext&amp;pid=S1688-86262025000101203&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.edu.uy/scielo.php?script=sci_abstract&amp;pid=S1688-86262025000101203&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.edu.uy/scielo.php?script=sci_pdf&amp;pid=S1688-86262025000101203&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN Desde la mirada de la sociosemiótica, este artículo aborda el videojuego, sus productos y prácticas sociales atendiendo a los modos de comportamiento del sentido de lo retro. Las investigaciones surgidas en el campo de los game studies abordado la cuestión de lo retro mayormente desde la categoría de nostalgia y han adoptado posiciones celebratorias o lapidarias que no permitieron avanzar en la comprensión del fenómeno. El presente trabajo propone un análisis que repara en el funcionamiento de taxonomías estilísticas, la autoconciencia de ciertos géneros respecto de su propia historia y el intento de restaurar experiencias lúdicas vinculadas a viejos dispositivos. El artículo propone una aproximación a lo retro siguiendo los conceptos de estilo, género y dispositivo. Esta segmentación de la pregunta por los reenvíos al pasado revela que lo retro puede exhibir funcionamientos semióticos distintos según la dimensión observada: taxonomías estilísticas como la de 8 bits o Color Graphics Adapter (CGA) prometen un retorno a un momento tecnológico, aunque sus sistemas de referencia se concentran en un corpus delimitado de juegos y operaciones expresivas; la sobrevida nostálgica de un género como el de lucha evidencia una tensión entre aggiornamento audiovisual y la insistencia de viejos placeres táctiles. El lanzamiento de nuevos juegos para antiguas consolas confirma que el disfrute del videojuego no se reduce a sus mundos diegéticos, sino que también se despliega en torno al dispositivo y a los paratextos, como cajas y manuales, que han acompañado la vida del medio y sus consumos desde sus orígenes.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT This article approaches video games, their products and social practices from a socio-semiotic perspective, focusing on the modes of behavior of the sense associated with retro. The research that appeared in the field of game studies approached the issue of retro mostly from the category of nostalgia and have taken celebratory or lapidary positions that did not advance the understanding of the phenomenon. Here we propose an analysis that examines the functioning of stylistic taxonomies, the self-consciousness of some genres with regard to their own history and the attempt to restore playful experiences attached to old devices. The article proposes an approach to retro following the concepts of style, genre and device. This segmentation of the question around the references to the past reveals that retro can exhibit different semiotic functions depending on the dimension observed: stylistic taxonomies such as 8-bit or CGA promise a return to a technological moment, even if their reference systems concentrate on a delimited corpus of games and expressive operations; the nostalgic survival of a specific genre such as fighting games evidences a tension between audiovisual modernization and the insistence on old tactile pleasures; and the launching of new games for old consoles confirms that the enjoyment of video games is not restricted to their diegetic worlds, but also extends to the device and paratexts (such as boxes and manuals) that have accompanied the life of the medium and its consumption since its origins.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[RESUMO A partir da perspectiva da sociossemiótica, este artigo aborda os videogames, seus produtos e práticas sociais, analisando os modos de comportamento do sentido de retrô. As pesquisas que surgiram no campo dos estudos de jogos abordaram a questão do retrô principalmente a partir da categoria da nostalgia e adotaram posições comemorativas ou lapidares que não nos permitiram avançar na compreensão do fenômeno. Este artigo propõe uma análise que observa o funcionamento de taxonomias estilísticas, a autoconsciência de certos gêneros em relação à sua própria história e a tentativa de restaurar experiências lúdicas ligadas a dispositivos antigos. O artigo propõe uma abordagem retrô seguindo os conceitos de estilo, gênero e dispositivo. O artigo propõe uma abordagem do retrô seguindo os conceitos de estilo, gênero e dispositivo. Essa segmentação da questão do retorno ao passado revela que o retrô pode exibir diferentes funções semióticas, dependendo da dimensão observada: taxonomias estilísticas como 8 bits ou Color Graphics Adapter (CGA) prometem um retorno a um momento tecnológico, embora seus sistemas de referência se concentrem em um corpus delimitado de jogos e operações expressivas; a sobrevivência nostálgica de um gênero como o jogo de luta mostra uma tensão entre o aggiornamento audiovisual e a insistência em antigos prazeres táteis. O lançamento de novos jogos para consoles antigos confirma que o prazer dos videogames não se limita a seus mundos diegéticos, mas também se desdobra em torno do dispositivo e dos paratextos, como caixas e manuais, que acompanharam a vida do meio e seu consumo desde suas origens.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[videojuego]]></kwd>
<kwd lng="es"><![CDATA[retro]]></kwd>
<kwd lng="es"><![CDATA[sociosemiótica]]></kwd>
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<kwd lng="es"><![CDATA[estilo]]></kwd>
<kwd lng="en"><![CDATA[video game]]></kwd>
<kwd lng="en"><![CDATA[retro]]></kwd>
<kwd lng="en"><![CDATA[sociosemiotics]]></kwd>
<kwd lng="en"><![CDATA[genre]]></kwd>
<kwd lng="en"><![CDATA[style]]></kwd>
<kwd lng="pt"><![CDATA[videojogo]]></kwd>
<kwd lng="pt"><![CDATA[retro]]></kwd>
<kwd lng="pt"><![CDATA[sociossemiótica]]></kwd>
<kwd lng="pt"><![CDATA[género]]></kwd>
<kwd lng="pt"><![CDATA[estilo]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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