O combate de Chronos: o imaginário dos mitos de apocalipse no ambiente dos videogames

Detalhes bibliográficos
Autor(a) principal: Vieira, Pedro Henrique de Oliveira
Data de Publicação: 2018
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da PUC_SP
Texto Completo: https://tede2.pucsp.br/handle/handle/20911
Resumo: This research aims to study the myth of the end of times in different cultures and the relation in which these stories interact with contemporary media. Those apocalyptical myths sustain the dread humans have toward their finitude, a fear which end up being rescued by mediatic productions such as videogames. In this way, it is possible to analyze the way in which the imaginary of these eschatological stories are able to influence digital games thematically and then stimulate the environment of this media. To accomplish this study, first it is necessary to comprehend the formation of an apocalyptical noosphere from the development of these eschatological myths, regarding the concept of Morin’s noosphere (2011). Following that, it is possible to analyze the formation of a apocalyptical imaginary, guided by the studies about image and its symbolic nature of Durand (2012). This imaginary is reconfigured by the videogame environment, in a way that the study about composition of this environment was required, taking into account the concept of environment proposed by Baitello (2007). A study about the creative processes in this media was also required, employing or that the ideas from Musso (2004) and Salles (2006). The concept of chronological time was also analyzed, in order to demonstrate how this idea is important for the development of a human fear about the end. Since the comprehension of this mythological imaginary should be made inside the environment of a medium such as videogames, it was required to study the composition of a digital games environment and how it could provide the development of an eschatological imaginary. The analysis of three selected videogames works were realized (“The Legend of Zelda: The Wind Waker”, “Chrono Trigger” and “The Last of Us”) which demonstrate the capacity of referencing the eschatological imaginary in its narratives starting from the intrinsic devices of its structure. In this way, it is possible to comprehend how the digital games maintain alive now only the human fear about the ending of a chronological time so distinctive of the apocalyptical myths, but also of its capacity to offer some salvation in the end
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spelling Baitello Junior, Norvalhttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4303779P9Vieira, Pedro Henrique de Oliveira2018-03-20T12:48:19Z2018-02-22Vieira, Pedro Henrique de Oliveira. O combate de Chronos: o imaginário dos mitos de apocalipse no ambiente dos videogames. 2017. 103 f. Dissertação (Mestrado em Comunicação e Semiótica) - Programa de Estudos Pós-Graduados em Comunicação e Semiótica, Pontifícia Universidade Católica de São Paulo, São Paulo, 2017.https://tede2.pucsp.br/handle/handle/20911This research aims to study the myth of the end of times in different cultures and the relation in which these stories interact with contemporary media. Those apocalyptical myths sustain the dread humans have toward their finitude, a fear which end up being rescued by mediatic productions such as videogames. In this way, it is possible to analyze the way in which the imaginary of these eschatological stories are able to influence digital games thematically and then stimulate the environment of this media. To accomplish this study, first it is necessary to comprehend the formation of an apocalyptical noosphere from the development of these eschatological myths, regarding the concept of Morin’s noosphere (2011). Following that, it is possible to analyze the formation of a apocalyptical imaginary, guided by the studies about image and its symbolic nature of Durand (2012). This imaginary is reconfigured by the videogame environment, in a way that the study about composition of this environment was required, taking into account the concept of environment proposed by Baitello (2007). A study about the creative processes in this media was also required, employing or that the ideas from Musso (2004) and Salles (2006). The concept of chronological time was also analyzed, in order to demonstrate how this idea is important for the development of a human fear about the end. Since the comprehension of this mythological imaginary should be made inside the environment of a medium such as videogames, it was required to study the composition of a digital games environment and how it could provide the development of an eschatological imaginary. The analysis of three selected videogames works were realized (“The Legend of Zelda: The Wind Waker”, “Chrono Trigger” and “The Last of Us”) which demonstrate the capacity of referencing the eschatological imaginary in its narratives starting from the intrinsic devices of its structure. In this way, it is possible to comprehend how the digital games maintain alive now only the human fear about the ending of a chronological time so distinctive of the apocalyptical myths, but also of its capacity to offer some salvation in the endA presente pesquisa visa estudar os mitos de fim dos tempos em diferentes culturas e a relação que esses relatos traçam com as mídias contemporâneas. Tais mitos apocalípticos mantém vivo o temor do homem por sua finitude, um medo que acaba sendo resgatado por produções midiáticas como as dos videogames. Deste modo, é possível analisar o modo como o imaginário destes relatos escatológicos é capaz de influenciar os jogos digitais de modo temático e assim estimular todo o ambiente dessa mídia. Para realizar tal estudo, primeiro se fez necessário compreender a formação de uma noosfera apocalíptica a partir do desenvolvimento dos mitos escatológicos, considerando o conceito de noosfera de Morin (2011). Em seguida, se pode-se analisar a formação de um imaginário apocalíptico, pautando-se nos estudos sobre imagem e sua natureza simbólica de Durand (2012). Esse imaginário é reconfigurado pelo ambiente do videogame, de forma que o estudo sobre a composição deste ambiente foi necessário, levando-se em consideração o conceito de ambiente proposto por Baitello (2007). Um estudo sobre os processos criativos nesta mídia também se fez necessário, utilizando para isso as ideias de Musso (2004) e Salles (2006). Analisou-se ainda o conceito de tempo cronológico, a fim de demonstrar como tal ideia é importante para o desenvolvimento de um medo humano sobre o fim. Como compreensão deste imaginário mitológico deve se dar dentro do ambiente de uma mídia como a dos videogame, foi necessário estudar a composição de um ambiente dos jogos digitais e como ele pode proporcionar o desenvolvimento de um imaginário escatológico. Foi realizada uma análise de três obras de videogame selecionadas (“The Legend of Zelda: The Wind Waker”, “Chrono Trigger” e “The Last of Us”) que demonstram a capacidade de referenciar o imaginário escatológico em suas narrativas a partir de artifícios intrínsecos de sua estrutura. Deste modo, pode-se compreender como os jogos digitais mantém vivo não apenas o medo do homem sobre a finitude de um tempo cronológico tão característico dos mitos apocalípticos, mas também sua capacidade de oferecer uma salvação sobre o fimPontifícia Universidade Católica de São Paulo - PUCSPapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/44949/Pedro%20Henrique%20de%20Oliveira%20Vieira.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Comunicação e SemióticaPUC-SPBrasilFaculdade de Filosofia, Comunicação, Letras e ArtesTempoVideogamesImaginárioTimeImaginaryEnvironmentCNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAOO combate de Chronos: o imaginário dos mitos de apocalipse no ambiente dos videogamesinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTPedro Henrique de Oliveira Vieira.pdf.txtPedro Henrique de Oliveira Vieira.pdf.txtExtracted texttext/plain227186https://repositorio.pucsp.br/xmlui/bitstream/handle/20911/4/Pedro%20Henrique%20de%20Oliveira%20Vieira.pdf.txt2fde14274eec918280b452862a304751MD54LICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv O combate de Chronos: o imaginário dos mitos de apocalipse no ambiente dos videogames
title O combate de Chronos: o imaginário dos mitos de apocalipse no ambiente dos videogames
spellingShingle O combate de Chronos: o imaginário dos mitos de apocalipse no ambiente dos videogames
Vieira, Pedro Henrique de Oliveira
Tempo
Videogames
Imaginário
Time
Imaginary
Environment
CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
title_short O combate de Chronos: o imaginário dos mitos de apocalipse no ambiente dos videogames
title_full O combate de Chronos: o imaginário dos mitos de apocalipse no ambiente dos videogames
title_fullStr O combate de Chronos: o imaginário dos mitos de apocalipse no ambiente dos videogames
title_full_unstemmed O combate de Chronos: o imaginário dos mitos de apocalipse no ambiente dos videogames
title_sort O combate de Chronos: o imaginário dos mitos de apocalipse no ambiente dos videogames
author Vieira, Pedro Henrique de Oliveira
author_facet Vieira, Pedro Henrique de Oliveira
author_role author
dc.contributor.advisor1.fl_str_mv Baitello Junior, Norval
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4303779P9
dc.contributor.author.fl_str_mv Vieira, Pedro Henrique de Oliveira
contributor_str_mv Baitello Junior, Norval
dc.subject.por.fl_str_mv Tempo
Videogames
Imaginário
topic Tempo
Videogames
Imaginário
Time
Imaginary
Environment
CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
dc.subject.eng.fl_str_mv Time
Imaginary
Environment
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
description This research aims to study the myth of the end of times in different cultures and the relation in which these stories interact with contemporary media. Those apocalyptical myths sustain the dread humans have toward their finitude, a fear which end up being rescued by mediatic productions such as videogames. In this way, it is possible to analyze the way in which the imaginary of these eschatological stories are able to influence digital games thematically and then stimulate the environment of this media. To accomplish this study, first it is necessary to comprehend the formation of an apocalyptical noosphere from the development of these eschatological myths, regarding the concept of Morin’s noosphere (2011). Following that, it is possible to analyze the formation of a apocalyptical imaginary, guided by the studies about image and its symbolic nature of Durand (2012). This imaginary is reconfigured by the videogame environment, in a way that the study about composition of this environment was required, taking into account the concept of environment proposed by Baitello (2007). A study about the creative processes in this media was also required, employing or that the ideas from Musso (2004) and Salles (2006). The concept of chronological time was also analyzed, in order to demonstrate how this idea is important for the development of a human fear about the end. Since the comprehension of this mythological imaginary should be made inside the environment of a medium such as videogames, it was required to study the composition of a digital games environment and how it could provide the development of an eschatological imaginary. The analysis of three selected videogames works were realized (“The Legend of Zelda: The Wind Waker”, “Chrono Trigger” and “The Last of Us”) which demonstrate the capacity of referencing the eschatological imaginary in its narratives starting from the intrinsic devices of its structure. In this way, it is possible to comprehend how the digital games maintain alive now only the human fear about the ending of a chronological time so distinctive of the apocalyptical myths, but also of its capacity to offer some salvation in the end
publishDate 2018
dc.date.accessioned.fl_str_mv 2018-03-20T12:48:19Z
dc.date.issued.fl_str_mv 2018-02-22
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.citation.fl_str_mv Vieira, Pedro Henrique de Oliveira. O combate de Chronos: o imaginário dos mitos de apocalipse no ambiente dos videogames. 2017. 103 f. Dissertação (Mestrado em Comunicação e Semiótica) - Programa de Estudos Pós-Graduados em Comunicação e Semiótica, Pontifícia Universidade Católica de São Paulo, São Paulo, 2017.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/20911
identifier_str_mv Vieira, Pedro Henrique de Oliveira. O combate de Chronos: o imaginário dos mitos de apocalipse no ambiente dos videogames. 2017. 103 f. Dissertação (Mestrado em Comunicação e Semiótica) - Programa de Estudos Pós-Graduados em Comunicação e Semiótica, Pontifícia Universidade Católica de São Paulo, São Paulo, 2017.
url https://tede2.pucsp.br/handle/handle/20911
dc.language.iso.fl_str_mv por
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dc.publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
dc.publisher.program.fl_str_mv Programa de Estudos Pós-Graduados em Comunicação e Semiótica
dc.publisher.initials.fl_str_mv PUC-SP
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Faculdade de Filosofia, Comunicação, Letras e Artes
publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
dc.source.none.fl_str_mv reponame:Biblioteca Digital de Teses e Dissertações da PUC_SP
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