Cavalcanti, Katia BrandãoGomes-da- Silva, Pierre Normando2021-05-312021-05-312003-06-06GOMES-DA-SILVA, Pierre Normando. O jogo da cultura e a cultura do jogo: por uma semiótica da corporeidade. 2003. 344f. (Doutorado em Educação) - Centro de Educação. Universidade Federal do Rio Grande do Norte, Natal, 2003.https://repositorio.ufrn.br/handle/123456789/32602Corporeality is the communication environment emerged from the gesture intersection. The gesture interlacement is a culturally constituted language practice. Culture is the significant structure that rules the action. The social action that creates culture is game, it is a way to combine elements and to organize the changes, building a situation that breaks up with the natural and social determinisms. In this way, we aimed to discover the game corporeality configurations through the gesture semiotic analysis. Taking hand of a multireferential and phenomenological approach we analyse three types of ludic situations (dreamlike, poetic, motor), using the semiotics methodology as our procedure, both the French and the American. For the dreamlike game, registered in a dream narrative, and for the poetic game, established in a poem by Augusto dos Anjos, we fell back upon the Dreamlike Interpretation Method by Sigmund Freud, the Narrative Structural Analysis by Roland Barthes and Jan Mukaróvský´s Aesthetic Function. For the motor game, described in three betting games and three infantile exercise games, we applied the Speculative Grammar by Charles Peirce. Searching is the semantic axis of the dreamlike game. In accumulating actions, feared of being overcome, the person goes away from his/her original intention, because he/she runs away from the anguish. In a binary musical structure, the person is given in to the action and suffers for not reaching accomplishment. The tendency of the gestures in this game is the “releasing corporeity”. Fighting is the axis of the poetic game. The person acts facing that who threatens him. In a ternary music compasses, the person acts feeling the indestructible opponent's fury - the death. Then, when he/she recognizes himself/herself as mortal, unreconcilede with the world just as it is, he/she creates an artifice, a treacherous and revengeful blow, that dilates his/her existential space. The tendency of the gestures in this game is the “poetic corporeality”. The meaning structure motor game plot is formed by the significance of its properties, particularities and generalities, for the representation of its suggestions, indications and applications, and for the implication of the emotional, muscular and cognitive effects on the players. The tendency of the gestures in this game is to create an artistic arrangement, whose beauty is generated in a feeling quality, in an ethical action and in a world knowledge form. Therefore, culture is a game in that human gestures tend to the traffic between the releasing corporeity and the poetic corporeality. And the motor game is a culture, in which gestures tend to the creation of a work of art. Hence, the educational task should operate in the understanding that man is a player, that culture is a possibility of poetic existence and that game is the perception field and the re- invention of the real, favoring the re-significance of the human existence.Educação físicaJogocorporeidadeSemióticaGestoEducation physicGameCorporealitySemioticsGestureO jogo da cultura e a cultura do jogo: por uma semiótica da corporeidadeGame of culture and game culture: for a semiotic of corporealitydoctoralThesis