Perspectivas para o jornalismo crítico de games

Detalhes bibliográficos
Autor(a) principal: Assis, Diego O. de
Data de Publicação: 2007
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/4991
Resumo: The goal of this study is to analise the actual stage of games journalism and point to new perspectives regarding its critical approach. Even though recognized as one of the most promising sectors of the entertainment industry in the new millenium, the universe of the videogames is still receiving a not so representative attention from the mass communication vehicles if compared to more traditional forms such as cinema and music. Nowadays, a great portion of the coverage of videogames is still confined to specialized publications and technology sections of newspapers and magazines. To pursue this analysis it will at first be necessary to trace a historical panorama of the development of electronic games. Created almost 50 years ago, in an atempt to turn computers into something fun, videogames have been gaining complexity with successive technological advances until they have transformed into one of the most intriguing cultural objects from the turn of the 20th to the 21st century. Present in the lives of young people from all kind of societies in the last two decades, games have started to influence and to be influenced by other aesthetical languages from the pop culture, like movies, music, cartoons and comic books. Today, as stated by authors such as Chris Crawford, Steven Poole and Henry Jenkins, games represent a new and autonomous cultural cathegory, with specific features that demand its own theories and concepts. After going into the cultural and technological evolution of videogames, we will then look at some of the main publications dedicated to the subject, including segmented magazines, like Electronic Gaming Monthly, news and reviews websites, such as GameSpot.com and IGN.com, and blogs and internet services that have recently joined what is called games journalism. Still on this issue, we intend to show the major problems faced by games journalism in order to refrain from performing a mere utilitary role which it traditionally did and start dealing with the cultural, social and economical layers that have stick to the universe of videogames in the last decades. (Something that, paradoxically, publications of the non-specialized media, such as The New York Times and Wired have performed way more efficiently.) At last, we will be listing a few examples of how a well-informed games criticism practice can benefit from literature, as is the case with the controversial new games journalism, and also from concepts that are being debated in the Academy such as narrative (Murray), simulation (Frasca), meaningful play (Salen and Zimmerman) and software (Galloway, Manovich)
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spelling Beiguelman, GiselleAssis, Diego O. de2016-04-26T18:16:43Z2008-01-112007-10-26Assis, Diego O. de. Perspectivas para o jornalismo crítico de games. 2007. 78 f. Dissertação (Mestrado em Comunicação) - Pontifícia Universidade Católica de São Paulo, São Paulo, 2007.https://tede2.pucsp.br/handle/handle/4991The goal of this study is to analise the actual stage of games journalism and point to new perspectives regarding its critical approach. Even though recognized as one of the most promising sectors of the entertainment industry in the new millenium, the universe of the videogames is still receiving a not so representative attention from the mass communication vehicles if compared to more traditional forms such as cinema and music. Nowadays, a great portion of the coverage of videogames is still confined to specialized publications and technology sections of newspapers and magazines. To pursue this analysis it will at first be necessary to trace a historical panorama of the development of electronic games. Created almost 50 years ago, in an atempt to turn computers into something fun, videogames have been gaining complexity with successive technological advances until they have transformed into one of the most intriguing cultural objects from the turn of the 20th to the 21st century. Present in the lives of young people from all kind of societies in the last two decades, games have started to influence and to be influenced by other aesthetical languages from the pop culture, like movies, music, cartoons and comic books. Today, as stated by authors such as Chris Crawford, Steven Poole and Henry Jenkins, games represent a new and autonomous cultural cathegory, with specific features that demand its own theories and concepts. After going into the cultural and technological evolution of videogames, we will then look at some of the main publications dedicated to the subject, including segmented magazines, like Electronic Gaming Monthly, news and reviews websites, such as GameSpot.com and IGN.com, and blogs and internet services that have recently joined what is called games journalism. Still on this issue, we intend to show the major problems faced by games journalism in order to refrain from performing a mere utilitary role which it traditionally did and start dealing with the cultural, social and economical layers that have stick to the universe of videogames in the last decades. (Something that, paradoxically, publications of the non-specialized media, such as The New York Times and Wired have performed way more efficiently.) At last, we will be listing a few examples of how a well-informed games criticism practice can benefit from literature, as is the case with the controversial new games journalism, and also from concepts that are being debated in the Academy such as narrative (Murray), simulation (Frasca), meaningful play (Salen and Zimmerman) and software (Galloway, Manovich)O objetivo desta dissertação é analisar o estágio atual do jornalismo de games e apontar novas perspectivas para sua abordagem crítica. Mesmo reconhecido como um dos setores da indústria de entretenimento mais promissores neste novo milênio, o universo dos videogames tem recebido ainda uma atenção proporcional pouco representativa nos meios de comunicação de massa se comparados a formatos mais tradicionais como o cinema e a música. No contexto atual, boa parte da cobertura de games permanece confinada a publicações especializadas e a cadernos de informática. Para levar adiante esta análise será necessário antes de tudo traçar um panorama histórico do desenvolvimento dos jogos eletrônicos. Surgidos há quase 50 anos, numa tentativa de transformar os computadores em algo divertido, os videogames foram ganhando complexidade com os sucessivos avanços tecnológicos até se transformarem em um dos objetos culturais mais instigantes da virada do século 20 para o 21. Presentes na vida dos jovens de praticamente todas as sociedades nas últimas duas décadas, os games passaram a influenciar e a serem influenciados por outras linguagens estéticas da cultura popular, como o cinema, a música, os desenhos animados e as histórias em quadrinhos. Hoje, como defendem à sua maneira autores como Chris Crawford, Steven Poole e Henry Jenkins, os games representam uma categoria cultural autônoma, com características específicas que exigem formulações teóricas e conceituais própria. Após um passeio pela evolução tecnológica e cultural dos videogames, iremos nos debruçar sobre as principais publicações do gênero, que incluem revistas especializadas, como a Electronic Gaming Monthly, sites de notícias e reviews (ou resenhas), como GameSpot.com e IGN.com, além de blogs e outras ferramentas de internet que mais recentemente se juntaram ao chamado jornalismo de games. Ainda nesse segmento, pretendemos apontar os principais problemas enfrentados para que o jornalismo de games deixe de desempenhar o papel meramente utilitário que tradicionalmente ocupou e passe a dar conta das camadas culturais, sociais e econômicas que se atrelaram ao universo dos jogos nas últimas décadas. (Algo que, paradoxalmente, veículos da imprensa não-especializada, como The New York Times, Wired e outros tem realizado com maior eficiência). Por fim, relacionaremos também alguns exemplos de como uma crítica bem informada de games pode se beneficiar de recursos formais da literatura, como é o caso do controverso new games journalism, além de conceitos que vem sendo debatidos na Academia como narrativas (Murray), simulação (Frasca), meaningful play (Salen e Zimmerman) e software (Galloway, Manovich)application/pdfhttp://tede2.pucsp.br/tede/retrieve/13822/Diego%20O%20de%20Assis.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Comunicação e SemióticaPUC-SPBRComunicaçãoJornalismoGamesVideogamesCultura digitalLudologiaJogos por computadorVideogamesJornais -- Seccoes, colunas, etc -- VideogamesJournalismGamesVideogamesDigital cultureLudologyCNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAOPerspectivas para o jornalismo crítico de gamesinfo: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_SPTEXTDiego O de Assis.pdf.txtDiego O de Assis.pdf.txtExtracted texttext/plain170748https://repositorio.pucsp.br/xmlui/bitstream/handle/4991/3/Diego%20O%20de%20Assis.pdf.txte29e1f58a7f28264d37d84e209d0e2c4MD53ORIGINALDiego O de Assis.pdfapplication/pdf587332https://repositorio.pucsp.br/xmlui/bitstream/handle/4991/1/Diego%20O%20de%20Assis.pdf11a87924a5208f2de4c11fbc9b87819fMD51THUMBNAILDiego O de Assis.pdf.jpgDiego O de Assis.pdf.jpgGenerated Thumbnailimage/jpeg3981https://repositorio.pucsp.br/xmlui/bitstream/handle/4991/2/Diego%20O%20de%20Assis.pdf.jpg37c17282dd837c55399ad4753d6c6d22MD52handle/49912022-04-28 19:17:12.393oai:repositorio.pucsp.br:handle/4991Biblioteca Digital de Teses e Dissertaçõeshttps://sapientia.pucsp.br/https://sapientia.pucsp.br/oai/requestbngkatende@pucsp.br||rapassi@pucsp.bropendoar:2022-04-28T22:17:12Biblioteca Digital de Teses e Dissertações da PUC_SP - Pontifícia Universidade Católica de São Paulo (PUC-SP)false
dc.title.por.fl_str_mv Perspectivas para o jornalismo crítico de games
title Perspectivas para o jornalismo crítico de games
spellingShingle Perspectivas para o jornalismo crítico de games
Assis, Diego O. de
Jornalismo
Games
Videogames
Cultura digital
Ludologia
Jogos por computador
Videogames
Jornais -- Seccoes, colunas, etc -- Videogames
Journalism
Games
Videogames
Digital culture
Ludology
CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
title_short Perspectivas para o jornalismo crítico de games
title_full Perspectivas para o jornalismo crítico de games
title_fullStr Perspectivas para o jornalismo crítico de games
title_full_unstemmed Perspectivas para o jornalismo crítico de games
title_sort Perspectivas para o jornalismo crítico de games
author Assis, Diego O. de
author_facet Assis, Diego O. de
author_role author
dc.contributor.advisor1.fl_str_mv Beiguelman, Giselle
dc.contributor.author.fl_str_mv Assis, Diego O. de
contributor_str_mv Beiguelman, Giselle
dc.subject.por.fl_str_mv Jornalismo
Games
Videogames
Cultura digital
Ludologia
Jogos por computador
Videogames
Jornais -- Seccoes, colunas, etc -- Videogames
topic Jornalismo
Games
Videogames
Cultura digital
Ludologia
Jogos por computador
Videogames
Jornais -- Seccoes, colunas, etc -- Videogames
Journalism
Games
Videogames
Digital culture
Ludology
CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
dc.subject.eng.fl_str_mv Journalism
Games
Videogames
Digital culture
Ludology
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
description The goal of this study is to analise the actual stage of games journalism and point to new perspectives regarding its critical approach. Even though recognized as one of the most promising sectors of the entertainment industry in the new millenium, the universe of the videogames is still receiving a not so representative attention from the mass communication vehicles if compared to more traditional forms such as cinema and music. Nowadays, a great portion of the coverage of videogames is still confined to specialized publications and technology sections of newspapers and magazines. To pursue this analysis it will at first be necessary to trace a historical panorama of the development of electronic games. Created almost 50 years ago, in an atempt to turn computers into something fun, videogames have been gaining complexity with successive technological advances until they have transformed into one of the most intriguing cultural objects from the turn of the 20th to the 21st century. Present in the lives of young people from all kind of societies in the last two decades, games have started to influence and to be influenced by other aesthetical languages from the pop culture, like movies, music, cartoons and comic books. Today, as stated by authors such as Chris Crawford, Steven Poole and Henry Jenkins, games represent a new and autonomous cultural cathegory, with specific features that demand its own theories and concepts. After going into the cultural and technological evolution of videogames, we will then look at some of the main publications dedicated to the subject, including segmented magazines, like Electronic Gaming Monthly, news and reviews websites, such as GameSpot.com and IGN.com, and blogs and internet services that have recently joined what is called games journalism. Still on this issue, we intend to show the major problems faced by games journalism in order to refrain from performing a mere utilitary role which it traditionally did and start dealing with the cultural, social and economical layers that have stick to the universe of videogames in the last decades. (Something that, paradoxically, publications of the non-specialized media, such as The New York Times and Wired have performed way more efficiently.) At last, we will be listing a few examples of how a well-informed games criticism practice can benefit from literature, as is the case with the controversial new games journalism, and also from concepts that are being debated in the Academy such as narrative (Murray), simulation (Frasca), meaningful play (Salen and Zimmerman) and software (Galloway, Manovich)
publishDate 2007
dc.date.issued.fl_str_mv 2007-10-26
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