Retórica procedural moral em Dragon Age Inquisition

Detalhes bibliográficos
Autor(a) principal: Weizenmann, Henrique Inácio
Data de Publicação: 2020
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da PUC_RS
Texto Completo: http://tede2.pucrs.br/tede2/handle/tede/9214
Resumo: The present work intends to analyze what it calls Moral Procedural Rhetoric present in Dragon Age Inquisition. To this end, the first moment of the work addresses the theme of games, digital games and expose the theory of procedural rhetoric. The reasoning about Procedural Rhetoric is based on Huizinga (1950), who approaches games from a sociological perspective. Also Salen and Zimmerman (2003) are used to make an overview of various approaches and theories of games and summarize them in their work. Rouse III (2005) is consulted for focusing specifically on the development of digital games. Having based the sociological and digital part on games, Ian Bogost's (2007) theory of Procedural Rhetoric is addressed. This work is based on Huizinga's (1950) conception that the game, the playful, is essentially composed of a player's attitude that, in the words of Salen and Zimmerman (2003), challenges a system whose characteristics are Rouse III (2005) helps to elucidate. From this experience of a game comes a speech from the developers to the player. To constitute what is called Moral Procedural Rhetoric, the present work is based on the assumptions of Natural Law, as approached by Rhonheimer (2006). Other authors are used to complement the discussion, such as Peterson (2018), Finnis (2006) and Brooks (2014). The authors are presented with a critical approach, contextualizing their writings with the other elements that surround their works. It is considered that there is a resemblance to the deistic perspective of the worked authors and the fact that games are developed to express something. That is, the game universe and the real universe are physically and morally constituted, so that moral experience cannot be totally dissociated from world experience as such. The following describes the digital game Dragon Age Inquisition (2014) and then it is constituted as an object of study highlighting the specific and narrative aspects of the choices it presents, as well as the relationships between the choices and the rewards. From this construction, the analysis of Moral Procedural Rhetoric is made based on the assumption that the experience of the world is always a moral experience and that, therefore, the best rewards the title gives players are for their actions indicate the best actions, according to the developers' conception. This is because the rewards work, in the words of Rouse III (2005) as a feedback of what the player is doing. Given that the best rewards lie behind decisions that often require the player to use the game's most complex mechanics, they also require him to be aware of the logic the title presents, meaning, the logic of the universe it is being experiencied in the game. It’s noted that Dragon Age Inquisition presents a Prudence Rhetoric, manifested by the title's effort to express to the player what he is doing, how he will do it, and what the consequences of his actions will be before he makes the final decision. In this way, he will be able to be aware of the results of his choices before making them.
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spelling Gerbase, Carloshttp://lattes.cnpq.br/4409574076875237http://lattes.cnpq.br/8253858523127362Weizenmann, Henrique Inácio2020-08-06T18:02:19Z2020-03-11http://tede2.pucrs.br/tede2/handle/tede/9214The present work intends to analyze what it calls Moral Procedural Rhetoric present in Dragon Age Inquisition. To this end, the first moment of the work addresses the theme of games, digital games and expose the theory of procedural rhetoric. The reasoning about Procedural Rhetoric is based on Huizinga (1950), who approaches games from a sociological perspective. Also Salen and Zimmerman (2003) are used to make an overview of various approaches and theories of games and summarize them in their work. Rouse III (2005) is consulted for focusing specifically on the development of digital games. Having based the sociological and digital part on games, Ian Bogost's (2007) theory of Procedural Rhetoric is addressed. This work is based on Huizinga's (1950) conception that the game, the playful, is essentially composed of a player's attitude that, in the words of Salen and Zimmerman (2003), challenges a system whose characteristics are Rouse III (2005) helps to elucidate. From this experience of a game comes a speech from the developers to the player. To constitute what is called Moral Procedural Rhetoric, the present work is based on the assumptions of Natural Law, as approached by Rhonheimer (2006). Other authors are used to complement the discussion, such as Peterson (2018), Finnis (2006) and Brooks (2014). The authors are presented with a critical approach, contextualizing their writings with the other elements that surround their works. It is considered that there is a resemblance to the deistic perspective of the worked authors and the fact that games are developed to express something. That is, the game universe and the real universe are physically and morally constituted, so that moral experience cannot be totally dissociated from world experience as such. The following describes the digital game Dragon Age Inquisition (2014) and then it is constituted as an object of study highlighting the specific and narrative aspects of the choices it presents, as well as the relationships between the choices and the rewards. From this construction, the analysis of Moral Procedural Rhetoric is made based on the assumption that the experience of the world is always a moral experience and that, therefore, the best rewards the title gives players are for their actions indicate the best actions, according to the developers' conception. This is because the rewards work, in the words of Rouse III (2005) as a feedback of what the player is doing. Given that the best rewards lie behind decisions that often require the player to use the game's most complex mechanics, they also require him to be aware of the logic the title presents, meaning, the logic of the universe it is being experiencied in the game. It’s noted that Dragon Age Inquisition presents a Prudence Rhetoric, manifested by the title's effort to express to the player what he is doing, how he will do it, and what the consequences of his actions will be before he makes the final decision. In this way, he will be able to be aware of the results of his choices before making them.O presente trabalho se propõe a analisar o que chama de Retórica Procedural Moral presente em Dragon Age Inquisition. Para tanto, o primeiro momento do trabalho aborda a temática de jogos, jogos digitais e expõem a teoria da Retórica Procedural. A construção do raciocínio é feita com base em Huizinga (1950), que aborda jogos sobre uma perspectiva sociológica. Também se utiliza Salen e Zimmerman (2003) que fazem um apanhado de várias abordagens e teorias de jogos e as resumem em sua obra. Rouse III (2005) é consultado por se focar especificamente no desenvolvimento de jogos digitais. Tendo embasado a parte sociológica e digital sobre jogos, aborda-se a teoria de Ian Bogost (2007) da Retórica Procedural. No presente trabalho parte-se da concepção de Huizinga (1950) de que o jogo, o lúdico, é essencialmente composto de uma atitude do jogador que se coloca, nas palavras de Salen e Zimmerman (2003) para desafiar um sistema, cujas características Rouse III (2005) ajuda a elucidar. Dessa experiência de um jogo surge um discurso dos desenvolvedores para o jogador. Para constituir o que se quer falar sobre Retórica Procedural Moral, o presente trabalho se apoia nos pressupostos da Lei Natural, conforme abordada por Rhonheimer (2006). Outros autores são utilizados para complementar a discussão, como Peterson (2018), Finnis (2006) e Brooks (2014). Os autores são apresentados com uma abordagem crítica, contextualizando seus escritos com os demais elementos que circundam as suas obras. Considera-se que existe uma semelhança com a perspectiva deísta de parte dos autores trabalhados e o fato de jogos serem desenvolvidos para expressar alguma coisa. Ou seja, o universo do jogo e o universo real são física e moralmente constituídos, de modo que a experiência moral não pode ser dissociada totalmente da experiência do mundo enquanto tal. A seguir, descreve-se o jogo digital Dragon Age Inquisition (2014) e, então, ele é constituído como objeto de estudo destacando os aspectos específicos, e narrativos, das escolhas que apresenta, bem como as relações entre as escolhas e as recompensas. A partir dessa construção, é feita a análise da Retórica Procedural Moral partindo-se do pressuposto que a experiência do mundo é sempre uma experiência moral e que, portanto, as melhores recompensas que o título dá aos jogadores são pelas suas ações indicam as melhores ações segundo a concepção dos desenvolvedores. Isso acontece porque as recompensas funcionam, nas palavras de Rouse III (2005) como um feedback do que o jogador está fazendo. Dado que as melhores recompensas estão atrás de decisões que, geralmente, exigem do jogador a utilização das mecânicas mais complexa do jogo e, também, exigem que ele esteja atento às lógicas que o título apresenta, ou seja, as lógicas do universo que está sendo experienciado no jogo. Percebe-se que Dragon Age Inquisition apresenta uma Retórica da Prudência, que se manifesta pelo esforço do título em expressar ao jogador o que ele está fazendo, como o fará e quais serão as consequências de seus atos antes de ele tomar a decisão definitiva. Deste modo, ele terá condições de se conscientizar dos resultados de suas escolhas antes de realizá-lasSubmitted by PPG Comunicação Social (famecos-pg@pucrs.br) on 2020-05-18T20:07:48Z No. of bitstreams: 1 RETÓRICA PROCEDURAL MORAL EM DRAGON AGE INQUISITION (1).pdf: 1240731 bytes, checksum: 6b7a6b67e876e2d2a0dbedcd2d9eddb5 (MD5)Rejected by Lucas Martins Kern (lucas.kern@pucrs.br), reason: Não há folha de rosto e na folha de aprovação não consta o nome do orientador. Só é possível distinguir o nome do orientador na ficha catalográfica on 2020-07-29T15:04:11Z (GMT)Submitted by PPG Comunicação Social (famecos-pg@pucrs.br) on 2020-07-31T16:55:40Z No. of bitstreams: 1 HENRIQUE_INÁCIO_WEIZENMANN_DIS.pdf: 1235244 bytes, checksum: 230ebb2de9b951c6e013759ab0645f03 (MD5)Rejected by Lucas Martins Kern (lucas.kern@pucrs.br), reason: Na folha de rosto e na folha de aprovação consta data de 2019 on 2020-08-02T21:35:56Z (GMT)Submitted by PPG Comunicação Social (famecos-pg@pucrs.br) on 2020-08-03T16:49:16Z No. of bitstreams: 1 HENRIQUE_INÁCIO_WEIZENMANN_DIS.pdf: 1235257 bytes, checksum: aa2781141035cb93334bc458deebdd9b (MD5)Approved for entry into archive by Lucas Martins Kern (lucas.kern@pucrs.br) on 2020-08-06T16:42:28Z (GMT) No. of bitstreams: 1 HENRIQUE_INÁCIO_WEIZENMANN_DIS.pdf: 1235257 bytes, checksum: aa2781141035cb93334bc458deebdd9b (MD5)Made available in DSpace on 2020-08-06T18:02:19Z (GMT). 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dc.title.por.fl_str_mv Retórica procedural moral em Dragon Age Inquisition
title Retórica procedural moral em Dragon Age Inquisition
spellingShingle Retórica procedural moral em Dragon Age Inquisition
Weizenmann, Henrique Inácio
Comunicação
Jogos
Jogos digitais
Retórica proecedural
Retórica procedural moral
Comunication
Games
Digital games
Procedural retoric
Moral procedural retoric
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
title_short Retórica procedural moral em Dragon Age Inquisition
title_full Retórica procedural moral em Dragon Age Inquisition
title_fullStr Retórica procedural moral em Dragon Age Inquisition
title_full_unstemmed Retórica procedural moral em Dragon Age Inquisition
title_sort Retórica procedural moral em Dragon Age Inquisition
author Weizenmann, Henrique Inácio
author_facet Weizenmann, Henrique Inácio
author_role author
dc.contributor.advisor1.fl_str_mv Gerbase, Carlos
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/4409574076875237
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/8253858523127362
dc.contributor.author.fl_str_mv Weizenmann, Henrique Inácio
contributor_str_mv Gerbase, Carlos
dc.subject.por.fl_str_mv Comunicação
Jogos
Jogos digitais
Retórica proecedural
Retórica procedural moral
topic Comunicação
Jogos
Jogos digitais
Retórica proecedural
Retórica procedural moral
Comunication
Games
Digital games
Procedural retoric
Moral procedural retoric
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
dc.subject.eng.fl_str_mv Comunication
Games
Digital games
Procedural retoric
Moral procedural retoric
dc.subject.cnpq.fl_str_mv CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
description The present work intends to analyze what it calls Moral Procedural Rhetoric present in Dragon Age Inquisition. To this end, the first moment of the work addresses the theme of games, digital games and expose the theory of procedural rhetoric. The reasoning about Procedural Rhetoric is based on Huizinga (1950), who approaches games from a sociological perspective. Also Salen and Zimmerman (2003) are used to make an overview of various approaches and theories of games and summarize them in their work. Rouse III (2005) is consulted for focusing specifically on the development of digital games. Having based the sociological and digital part on games, Ian Bogost's (2007) theory of Procedural Rhetoric is addressed. This work is based on Huizinga's (1950) conception that the game, the playful, is essentially composed of a player's attitude that, in the words of Salen and Zimmerman (2003), challenges a system whose characteristics are Rouse III (2005) helps to elucidate. From this experience of a game comes a speech from the developers to the player. To constitute what is called Moral Procedural Rhetoric, the present work is based on the assumptions of Natural Law, as approached by Rhonheimer (2006). Other authors are used to complement the discussion, such as Peterson (2018), Finnis (2006) and Brooks (2014). The authors are presented with a critical approach, contextualizing their writings with the other elements that surround their works. It is considered that there is a resemblance to the deistic perspective of the worked authors and the fact that games are developed to express something. That is, the game universe and the real universe are physically and morally constituted, so that moral experience cannot be totally dissociated from world experience as such. The following describes the digital game Dragon Age Inquisition (2014) and then it is constituted as an object of study highlighting the specific and narrative aspects of the choices it presents, as well as the relationships between the choices and the rewards. From this construction, the analysis of Moral Procedural Rhetoric is made based on the assumption that the experience of the world is always a moral experience and that, therefore, the best rewards the title gives players are for their actions indicate the best actions, according to the developers' conception. This is because the rewards work, in the words of Rouse III (2005) as a feedback of what the player is doing. Given that the best rewards lie behind decisions that often require the player to use the game's most complex mechanics, they also require him to be aware of the logic the title presents, meaning, the logic of the universe it is being experiencied in the game. It’s noted that Dragon Age Inquisition presents a Prudence Rhetoric, manifested by the title's effort to express to the player what he is doing, how he will do it, and what the consequences of his actions will be before he makes the final decision. In this way, he will be able to be aware of the results of his choices before making them.
publishDate 2020
dc.date.accessioned.fl_str_mv 2020-08-06T18:02:19Z
dc.date.issued.fl_str_mv 2020-03-11
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