Immersion in narrative games
Autor(a) principal: | |
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Data de Publicação: | 2014 |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Galáxia (São Paulo) |
Texto Completo: | https://revistas.pucsp.br/index.php/galaxia/article/view/16692 |
Resumo: | This paper discusses the expressions used to refer to the experience of immersive in narrative games. The starting point is a review of the meanings associated with the suspension of disbelief in literature, cinema and television, challenging the myth of the naïve audience that cannot distinguish between representation and reality.Two characteristics of interactive media narratives – the possibility of agency and the disparities between hardware and software interfaces – reveal the active nature of the audience’s involvement with media representations. It is proposed that, in the case of games, this ability, which allows for simultaneous actions in the world of games and in the real world, is better described as a performance of belief. |
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Immersion in narrative gamesImersão em games narrativosGames. Imersão. Suspensão de Descrença. Agência. Interatividade. Interfaces. Encenação de Crença.gamesimmersionsuspension of disbeliefagencyinteractivityinterfacesperformance of belief.This paper discusses the expressions used to refer to the experience of immersive in narrative games. The starting point is a review of the meanings associated with the suspension of disbelief in literature, cinema and television, challenging the myth of the naïve audience that cannot distinguish between representation and reality.Two characteristics of interactive media narratives – the possibility of agency and the disparities between hardware and software interfaces – reveal the active nature of the audience’s involvement with media representations. It is proposed that, in the case of games, this ability, which allows for simultaneous actions in the world of games and in the real world, is better described as a performance of belief.O texto discute as expressões utilizadas para caracterizar a experiência de imersão em games narrativos. O ponto de partida é uma revisão dos significados associados à suspensão de descrença na literatura, no cinema e na televisão, orientada pelo questionamento do mito da audiência ingênua, incapaz de distinguir entre a representação e a realidade. Duas características das narrativas midiáticas interativas – o exercício da agência eas disparidades entre as interfaces de hardware e software – evidenciam o caráter ativo do envolvimento do público com as representações midiáticas. Propõe-se que, no caso dos games, essa habilidade que permite agir simultaneamente no mundo do jogo e no mundo real estaria melhor caracterizada como uma encenação de crença.PEPG COS-PUC-SP2014-12-13info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfapplication/mswordapplication/mswordhttps://revistas.pucsp.br/index.php/galaxia/article/view/16692Galaxia; No. 28 (2014)GALÁxIA. Revista Interdisciplinar de Comunicação e Cultura; n. 28 (2014)1982-2553reponame:Galáxia (São Paulo)instname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPporhttps://revistas.pucsp.br/index.php/galaxia/article/view/16692/15740https://revistas.pucsp.br/index.php/galaxia/article/view/16692/36023https://revistas.pucsp.br/index.php/galaxia/article/view/16692/36024Fragoso, Suelyinfo:eu-repo/semantics/openAccess2024-05-15T14:01:13Zoai:ojs.pkp.sfu.ca:article/16692Revistahttps://www.pucsp.br/pos-graduacao/mestrado-e-doutorado/comunicacao-e-semioticaPRIhttps://old.scielo.br/oai/scielo-oai.phpcos@pucsp.br||aidarprado@gmail.com1982-25531519-311Xopendoar:2024-05-15T14:01:13Galáxia (São Paulo) - Pontifícia Universidade Católica de São Paulo (PUC-SP)false |
dc.title.none.fl_str_mv |
Immersion in narrative games Imersão em games narrativos |
title |
Immersion in narrative games |
spellingShingle |
Immersion in narrative games Fragoso, Suely Games. Imersão. Suspensão de Descrença. Agência. Interatividade. Interfaces. Encenação de Crença. games immersion suspension of disbelief agency interactivity interfaces performance of belief. |
title_short |
Immersion in narrative games |
title_full |
Immersion in narrative games |
title_fullStr |
Immersion in narrative games |
title_full_unstemmed |
Immersion in narrative games |
title_sort |
Immersion in narrative games |
author |
Fragoso, Suely |
author_facet |
Fragoso, Suely |
author_role |
author |
dc.contributor.author.fl_str_mv |
Fragoso, Suely |
dc.subject.por.fl_str_mv |
Games. Imersão. Suspensão de Descrença. Agência. Interatividade. Interfaces. Encenação de Crença. games immersion suspension of disbelief agency interactivity interfaces performance of belief. |
topic |
Games. Imersão. Suspensão de Descrença. Agência. Interatividade. Interfaces. Encenação de Crença. games immersion suspension of disbelief agency interactivity interfaces performance of belief. |
description |
This paper discusses the expressions used to refer to the experience of immersive in narrative games. The starting point is a review of the meanings associated with the suspension of disbelief in literature, cinema and television, challenging the myth of the naïve audience that cannot distinguish between representation and reality.Two characteristics of interactive media narratives – the possibility of agency and the disparities between hardware and software interfaces – reveal the active nature of the audience’s involvement with media representations. It is proposed that, in the case of games, this ability, which allows for simultaneous actions in the world of games and in the real world, is better described as a performance of belief. |
publishDate |
2014 |
dc.date.none.fl_str_mv |
2014-12-13 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://revistas.pucsp.br/index.php/galaxia/article/view/16692 |
url |
https://revistas.pucsp.br/index.php/galaxia/article/view/16692 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://revistas.pucsp.br/index.php/galaxia/article/view/16692/15740 https://revistas.pucsp.br/index.php/galaxia/article/view/16692/36023 https://revistas.pucsp.br/index.php/galaxia/article/view/16692/36024 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf application/msword application/msword |
dc.publisher.none.fl_str_mv |
PEPG COS-PUC-SP |
publisher.none.fl_str_mv |
PEPG COS-PUC-SP |
dc.source.none.fl_str_mv |
Galaxia; No. 28 (2014) GALÁxIA. Revista Interdisciplinar de Comunicação e Cultura; n. 28 (2014) 1982-2553 reponame:Galáxia (São Paulo) instname:Pontifícia Universidade Católica de São Paulo (PUC-SP) instacron:PUC_SP |
instname_str |
Pontifícia Universidade Católica de São Paulo (PUC-SP) |
instacron_str |
PUC_SP |
institution |
PUC_SP |
reponame_str |
Galáxia (São Paulo) |
collection |
Galáxia (São Paulo) |
repository.name.fl_str_mv |
Galáxia (São Paulo) - Pontifícia Universidade Católica de São Paulo (PUC-SP) |
repository.mail.fl_str_mv |
cos@pucsp.br||aidarprado@gmail.com |
_version_ |
1799129330363662336 |