Sujeito em jogo: o funcionamento do discurso sobre o jogo no Twitch
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Tipo de documento: | Tese |
Idioma: | por |
Título da fonte: | Repositório Universitário da Ânima (RUNA) |
Texto Completo: | https://repositorio.animaeducacao.com.br/handle/ANIMA/3363 |
Resumo: | This Thesis is based on the theoretical assumptions of Discourse Analysis of French tradition, according to the works developed by Michel Pêcheux. The theme of this work involves when the subject that plays starts talking about the game on the website Twitch.tv. We discuss the formulation and circulation of statements about the game initially describing the production of the statement "how to play" of the Manuals and Magazines of a given period. This paper tries to understand if the "how to play" is still possible in the current conjuncture. As a result of the analyzes there was an understanding of an effect produced in the subject that makes the Twitch transmissions. At first, developing the notion of "subject" in Pêcheux (2009), it is described how the subject who plays pass to the position of the "subject-streamer", through the notion of "market subject" of Ferrari and Neckel (2017). It discusses the mode of operation of the production of the transmissions of the platform Twitch.tv characterized as the "uberization", as a form of precarious work. So the subject's constitution on Twitch.tv involves understanding a "mundialized" Market context, along with the crisis of global political representation. Based on Mariani's notion of "discourse about" (1998), it is intended to describe/interpret the mode of formulation of the subject in the transmissions of Twitch.tv. Developing the notion of "metagame", understood through the discursive processes of paraphrase and polysemy through the reading of Orlandi ([1999] 2009), questioning the mobilization of a memory in the production of the senses on the game. In the analysis of two Twitch.tv transmissions, the mode of formulation and circulation on the internet is observed, amid the notion of "reversibility" by Orlandi (1987) and “live” by Gallo (2011a). The algorithms that organize the visualization of the Twitch.tv transmissions for the website user are discussed. This was supported by Oliveira's (2015) spatialisation thesis. The analysis movement produces an understanding of what would be the exchange of position with the "viewer" in the "subject-audience effect" that affects the subject-streamer. |
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Sujeito em jogo: o funcionamento do discurso sobre o jogo no TwitchDiscursoJogoSujeitoTwitchUberizaçãoThis Thesis is based on the theoretical assumptions of Discourse Analysis of French tradition, according to the works developed by Michel Pêcheux. The theme of this work involves when the subject that plays starts talking about the game on the website Twitch.tv. We discuss the formulation and circulation of statements about the game initially describing the production of the statement "how to play" of the Manuals and Magazines of a given period. This paper tries to understand if the "how to play" is still possible in the current conjuncture. As a result of the analyzes there was an understanding of an effect produced in the subject that makes the Twitch transmissions. At first, developing the notion of "subject" in Pêcheux (2009), it is described how the subject who plays pass to the position of the "subject-streamer", through the notion of "market subject" of Ferrari and Neckel (2017). It discusses the mode of operation of the production of the transmissions of the platform Twitch.tv characterized as the "uberization", as a form of precarious work. So the subject's constitution on Twitch.tv involves understanding a "mundialized" Market context, along with the crisis of global political representation. Based on Mariani's notion of "discourse about" (1998), it is intended to describe/interpret the mode of formulation of the subject in the transmissions of Twitch.tv. Developing the notion of "metagame", understood through the discursive processes of paraphrase and polysemy through the reading of Orlandi ([1999] 2009), questioning the mobilization of a memory in the production of the senses on the game. In the analysis of two Twitch.tv transmissions, the mode of formulation and circulation on the internet is observed, amid the notion of "reversibility" by Orlandi (1987) and “live” by Gallo (2011a). The algorithms that organize the visualization of the Twitch.tv transmissions for the website user are discussed. This was supported by Oliveira's (2015) spatialisation thesis. The analysis movement produces an understanding of what would be the exchange of position with the "viewer" in the "subject-audience effect" that affects the subject-streamer.Esta Tese tem base nos pressupostos teóricos da Análise de Discurso de tradição francesa, conforme os trabalhos desenvolvidos por Michel Pêcheux. A temática deste trabalho envolve quando o sujeito que joga passa a falar sobre o jogo no website Twitch.tv. Discute-se a formulação e circulação de dizeres sobre o jogo, inicialmente descrevendo a produção do enunciado “como jogar” dos Manuais e Revistas de um dado período. Este trabalho busca compreender se o “como jogar” ainda é possível na conjuntura atual. Em decorrência das análises, houve o entendimento de um efeito produzido no sujeito que faz as transmissões do Twitch. No primeiro momento, desenvolvendo a noção de “sujeito” em Pêcheux (2009), descreve-se como o sujeito que joga passa à posição “sujeito-streamer”, por meio da noção de “sujeito de mercado” de Ferrari e Neckel (2017). Discute-se sobre o modo de funcionamento da produção das transmissões da plataforma Twitch.tv caracterizado tal qual o da “uberização”, como uma forma de trabalho precarizado. De modo que, a constituição do sujeito no Twitch.tv envolve compreender um contexto de Mercado “mundializado”, junto à crise de representação política global. Com base na noção de “discurso sobre” de Mariani (1998), pretende-se descrever/interpretar o modo de formulação do sujeito nas transmissões do Twitch.tv. Desenvolvendo a noção de “metajogo”, compreendido através dos processos discursivos de paráfrase e polissemia, por meio da leitura de Orlandi ([1999] 2009), questionando a mobilização de uma memória na produção dos sentidos sobre o jogo. Nas análises de duas transmissões do Twitch.tv, observa-se o modo de formulação e circulação na internet, em meio à noção de “reversibilidade” de Orlandi (1987) e “ao vivo” de Gallo (2011a). Discute-se, também, o funcionamento dos algoritmos que organizam a visualização das transmissões do Twitch.tv para o usuário do website, isto se deu apoiado na tese de espacialização de Oliveira (2015). O movimento de análise produz a compreensão do que seria o intercâmbio de posição com o “espectador”, no “efeito sujeito-audiência”, que afeta o sujeito-streamer.Neckel, Nádia Régia MaffiSousa, Igor Ramady Lira de2019-11-28T14:26:07Z2020-11-26T21:33:12Z2019-11-28T14:26:07Z2020-11-26T21:33:12Z2019info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesis230 f.application/pdfhttps://repositorio.animaeducacao.com.br/handle/ANIMA/3363Programa de Pós-Graduação em Ciências da LinguagemPalhoçaAttribution-NonCommercial-NoDerivs 3.0 Brazilhttp://creativecommons.org/licenses/by-nc-nd/3.0/br/info:eu-repo/semantics/openAccessporreponame:Repositório Universitário da Ânima (RUNA)instname:Ânima Educaçãoinstacron:Ânima2020-12-01T16:55:31Zoai:repositorio.animaeducacao.com.br:ANIMA/3363Repositório InstitucionalPRIhttps://repositorio.animaeducacao.com.br/oai/requestcontato@animaeducacao.com.bropendoar:2020-12-01T16:55:31Repositório Universitário da Ânima (RUNA) - Ânima Educaçãofalse |
dc.title.none.fl_str_mv |
Sujeito em jogo: o funcionamento do discurso sobre o jogo no Twitch |
title |
Sujeito em jogo: o funcionamento do discurso sobre o jogo no Twitch |
spellingShingle |
Sujeito em jogo: o funcionamento do discurso sobre o jogo no Twitch Sousa, Igor Ramady Lira de Discurso Jogo Sujeito Twitch Uberização |
title_short |
Sujeito em jogo: o funcionamento do discurso sobre o jogo no Twitch |
title_full |
Sujeito em jogo: o funcionamento do discurso sobre o jogo no Twitch |
title_fullStr |
Sujeito em jogo: o funcionamento do discurso sobre o jogo no Twitch |
title_full_unstemmed |
Sujeito em jogo: o funcionamento do discurso sobre o jogo no Twitch |
title_sort |
Sujeito em jogo: o funcionamento do discurso sobre o jogo no Twitch |
author |
Sousa, Igor Ramady Lira de |
author_facet |
Sousa, Igor Ramady Lira de |
author_role |
author |
dc.contributor.none.fl_str_mv |
Neckel, Nádia Régia Maffi |
dc.contributor.author.fl_str_mv |
Sousa, Igor Ramady Lira de |
dc.subject.por.fl_str_mv |
Discurso Jogo Sujeito Twitch Uberização |
topic |
Discurso Jogo Sujeito Twitch Uberização |
description |
This Thesis is based on the theoretical assumptions of Discourse Analysis of French tradition, according to the works developed by Michel Pêcheux. The theme of this work involves when the subject that plays starts talking about the game on the website Twitch.tv. We discuss the formulation and circulation of statements about the game initially describing the production of the statement "how to play" of the Manuals and Magazines of a given period. This paper tries to understand if the "how to play" is still possible in the current conjuncture. As a result of the analyzes there was an understanding of an effect produced in the subject that makes the Twitch transmissions. At first, developing the notion of "subject" in Pêcheux (2009), it is described how the subject who plays pass to the position of the "subject-streamer", through the notion of "market subject" of Ferrari and Neckel (2017). It discusses the mode of operation of the production of the transmissions of the platform Twitch.tv characterized as the "uberization", as a form of precarious work. So the subject's constitution on Twitch.tv involves understanding a "mundialized" Market context, along with the crisis of global political representation. Based on Mariani's notion of "discourse about" (1998), it is intended to describe/interpret the mode of formulation of the subject in the transmissions of Twitch.tv. Developing the notion of "metagame", understood through the discursive processes of paraphrase and polysemy through the reading of Orlandi ([1999] 2009), questioning the mobilization of a memory in the production of the senses on the game. In the analysis of two Twitch.tv transmissions, the mode of formulation and circulation on the internet is observed, amid the notion of "reversibility" by Orlandi (1987) and “live” by Gallo (2011a). The algorithms that organize the visualization of the Twitch.tv transmissions for the website user are discussed. This was supported by Oliveira's (2015) spatialisation thesis. The analysis movement produces an understanding of what would be the exchange of position with the "viewer" in the "subject-audience effect" that affects the subject-streamer. |
publishDate |
2019 |
dc.date.none.fl_str_mv |
2019-11-28T14:26:07Z 2019-11-28T14:26:07Z 2019 2020-11-26T21:33:12Z 2020-11-26T21:33:12Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/doctoralThesis |
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doctoralThesis |
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publishedVersion |
dc.identifier.uri.fl_str_mv |
https://repositorio.animaeducacao.com.br/handle/ANIMA/3363 |
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https://repositorio.animaeducacao.com.br/handle/ANIMA/3363 |
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Programa de Pós-Graduação em Ciências da Linguagem |
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Attribution-NonCommercial-NoDerivs 3.0 Brazil http://creativecommons.org/licenses/by-nc-nd/3.0/br/ info:eu-repo/semantics/openAccess |
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Attribution-NonCommercial-NoDerivs 3.0 Brazil http://creativecommons.org/licenses/by-nc-nd/3.0/br/ |
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openAccess |
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230 f. application/pdf |
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Palhoça |
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reponame:Repositório Universitário da Ânima (RUNA) instname:Ânima Educação instacron:Ânima |
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