composite from para- and the verb δείκνυµι "to show", as a whole
-roughly- meaning "example")”
[http://en.wikipedia.org/wiki/Paradigm]. From its concept
formulation in the science philosophy, the term paradigm crosses
today the human knowledge field, and in men’s sciences, it is
used by Manovich in the sense of a guiding model (of design), a
type of a concept-object that stimulates and determines socio-
cultural and technical developments. A study that shows the
incidence of Khun’s paradigm concept in human sciences and
philosophy can be found in Stein, E.J. (1992). “The philosophical
paradigms on the threshold of a new millennium”. Estudos
Leopoldenses. Série História, v. 28, p. 47-58.
(5) Link to Doom. See also: David, K. (2003): Masters of Doom:
How Two Guys Created an Empire and Transformed Pop Culture.
At Wikipedia we have a very interesting description: “Doom is a
computer game released in 1993 by id Software, and one of the
seminal titles of the first person shooter genre. Combining 3D
graphics with graphical violence, it has become as controversial as
hugely popular, with a shareware version release that is estimated
to be played by 15 million people. Besides defining many first
person shooter game elements, Doom has established a sub-
culture by making games popular in networks and allowing
expansions created by players (WADs). The game success has
influenced the games boom in the 90s up to the point that these
games were sometimes called Doom clones.” The Doom franchise
continued with Doom II: Hell on Earth (1994) and a number of
patches as Ultimate Doom (1995), Master Levels for Doom II
(1995), and Final Doom (1996). From:
(http://pt.wikipedia.org/wiki/Doom).
(6) Nowadays, the base site for the worlds or metaverses of Myst
is: <http://www.mystworlds.com/us/>. At Wikipedia we have a
summary of the game: “Myst is a computer game of the adventure
genre developed by Cyan and distributed by Brøderbund in 1993.”
It was originally developed by the Macintosh computers, but one
year later it gained a Windows version. The game creation was
directed by the Rand and Robyn Miller brothers. This game was
one of the most famous among the adventure games, helping to
disseminate the genre. Myst was considered a model to the game
industry at the time by its attractive graphics at a time in which
computer graphics resources were limited. It was between the
most sold computer games during the whole 90s, encouraging the
sequels productions: Riven, Exile, Revelation and End of Ages.
Besides that, the game was reprinted twice in Myst Masterpiece
Edition with better graphics and better sound and in Real Myst
with 3D effects and other news. This game led also to book
publication based on the game story, a MMORPG game called
URU: Ages Beyond Myst and comic books”
(http://pt.wikipedia.org/wiki/Myst).
(7) J.C. Herz is the author of Joystick Nation: How Videogames
Ate Our Quarters, Won Our Hearts, and Rewired Our Minds
(1977). Brown. Little. and of Surfando na Internet – uma
Aventura On-line (1996). São Paulo. Domínio Público.
(8) The results of this new cultural economy politics: fifteen
million copies of Doom were downloaded.
(9) Robin Miller, one of the brothers of the pair of authors of
Myst, musician and writer, has published along with Rand Miller
and David Wingrove, the compendium The Myst Reader (2004).
New York. Hyperion, which contains a series of diary writing of
Athrus about the Myst plot.
(10) Lorna Dannan is the nickname of an autonomous researcher
of games and ciberliterature that maintains the biggest reference
site about the Myst themes, the D’niHall, available at the
electronic address: <http://www.dnihall.com>. The D’niHall
space not only fights with a giant text-based, images and audio
data bank, but it is also the basis of an international community of
fans and researchers of the Myst saga.
(11) According to the legend that occurs in the international fan
community, the game success wasn’t predicted by its authors. In
interviews years later, they have commented that they wanted to
do something in which they would really be compromised, even if
it was successful or not. Precise information around the immediate
success of Myst is not precise. But in any case it appears that this
digital product has arrived at the right time and that the CD-Rom
users were just waiting for something like this. This impression,
discussed in the specializes magazines and by literature seems to
be confirmed by the fact that the first game’s Christmas, in 1993,
estimates that it got to 20 million dollars sale. Until today,
according to information from another game student, Paulo
Monteiro, the creator of the free expansion of the Myst Universe,
called Ilathid (www.ilathid.com), the Myst success was eventually
overcome in values, but not exceeded as a cultural phenomenon.
(12) It is at this aspect that, from Huizinga (1938), the own game
conception is redirected to its fundamental aspects. According to
the thinker, the game and the play constitutes themselves into
absolutely primary life categories and, in this sense, as essential as
reasoning – Homo sapiens – and the objects factoring – Homo
faber – making it appear the denomination Homo ludens
, in which
means before any
other hypothesis that the playful element that is
present in the basis of the civilization appearance and
development. This point of view tells us that the game is even
previous of this culture and it rises from the game: “as a distinct
and fundamental factor, present in everything that happens in the
world (…) it is in the game and by the game that the civilization
springs up and develops” (Huizinga,1990: preface). Game and
culture constitutes in a cycle that is not possible to determine the
beginning and the end.
(13) It is equally the case of Freud (1914) and Lacan (1953)
studies that have identified the pre-linguistically stages in the
anticipation of the human subjectivity.
(14) The Janos Biro Blog: “Jorge Luis Borges when writing, in
1941, a tale called ‘El jardin de senderos que se bifurca’, marked
the idea of interactive fiction twenty years before the first fiction
interactive work was written. (In:
<http://infoblarg.blogspot.com/2008/03/fico-interativa.html).
Victor Vasarely Zettm configuring another textualization also
refers to Borges, but giving enphasis at the Biblioteca de Babel
tale, referring other contributions, such as, Barthes, Joyce,
Landow, etc.” In:(http://www.unicamp.br/~hans/mh/config.html).
Interactive science fiction at Wikipedia in:
(http://en.wikipedia.org/wiki/Interactive_fiction).
(15) The real knowledge, different from opinion. The knowledge
of causes that is necessarily true. A mixture of science and
knowledge, by what it differs from the so called empirical
sciences. A rational effort to substitute the opinion, lets, the
knowledge around the quota. It is divided into praxis, technè, e
theoria.
(16) It is our modest understanding that Dilthey could glimpse
our days today and the metaverses that emerge at the horizon of
human life, certainly would add an extra volume in its
Diltheyniana, probably with the title: Teoria do mundo digital
(2009) in complement with its Der Aufbau der geschichtlichen
Welt in den Geisteswissenschaften (The building of the historical
world in its spiritual science) (1910).
(17) Taking also, for example, at Manovich’s path (2006), this