A personagem em videogames - Avatar/Persona : no limiar entre o sujeito, a identidade virtual e a ética derridiana
Autor(a) principal: | |
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Data de Publicação: | 2016 |
Tipo de documento: | Tese |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da PUC_RS |
Texto Completo: | http://tede2.pucrs.br/tede2/handle/tede/7127 |
Resumo: | Currently, video games occupy a prominent place among the popular cultural products and the number of people playing has grown considerably in recent decades. Thus, this thesis sought to understand how the process of identification come about between the player and her character/avatar in the simulated environment of the virtual game through the conditions of (im)possibility and of decidability according to the ethics of Jacque Derrida. Therefore, these processes were analyzed taking into consideration the relations established between the player and the game world through immersion, interaction, and agency; they may result in the construction of a fictional and virtual identity. The Elder Scrolls V: Skyrim and Journey were the analyzed games, because their structure for customization are opposed, since this possibility offers to the gamer the exercise of creating her own character. The bibliography was mainly from Theory of Literature, Game Studies and Philosophy. In addition to the analysis of the games, this thesis evaluated, through a survey, the habits of users and video game genres. The analyses of the games were made through the gameplays of the author of this thesis and from the evaluation of the interactions of players using their gameplays videos available on the internet video channels. The games analyzed allowed to list characteristics that enable the development of fictional and virtual identities, and also narrative, in the game world. The conditions of decidability had two poles: there are enough interactivity and possibilities of choices in The Elder Scrolls V: Skyrim, while in Journey this interaction is low; the conditions of (im)possibility are still well calculated by the gaming systems, then, it is for the subject player to perform singular events in her interaction with the game world. Therefore, the singular events decided and performed by each gamer are the ones that implicate in processess of identification built narratively in the games. “Final” thoughts on the issue are for the future and for further research addressing the cultural relations between players and video games. |
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Gerbase, Carlos368.600.930-72http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4779717A8807.408.800-63http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4241509T1Silva, Aline Conceição Job da2017-02-06T13:58:28Z2016-03-16http://tede2.pucrs.br/tede2/handle/tede/7127Currently, video games occupy a prominent place among the popular cultural products and the number of people playing has grown considerably in recent decades. Thus, this thesis sought to understand how the process of identification come about between the player and her character/avatar in the simulated environment of the virtual game through the conditions of (im)possibility and of decidability according to the ethics of Jacque Derrida. Therefore, these processes were analyzed taking into consideration the relations established between the player and the game world through immersion, interaction, and agency; they may result in the construction of a fictional and virtual identity. The Elder Scrolls V: Skyrim and Journey were the analyzed games, because their structure for customization are opposed, since this possibility offers to the gamer the exercise of creating her own character. The bibliography was mainly from Theory of Literature, Game Studies and Philosophy. In addition to the analysis of the games, this thesis evaluated, through a survey, the habits of users and video game genres. The analyses of the games were made through the gameplays of the author of this thesis and from the evaluation of the interactions of players using their gameplays videos available on the internet video channels. The games analyzed allowed to list characteristics that enable the development of fictional and virtual identities, and also narrative, in the game world. The conditions of decidability had two poles: there are enough interactivity and possibilities of choices in The Elder Scrolls V: Skyrim, while in Journey this interaction is low; the conditions of (im)possibility are still well calculated by the gaming systems, then, it is for the subject player to perform singular events in her interaction with the game world. Therefore, the singular events decided and performed by each gamer are the ones that implicate in processess of identification built narratively in the games. “Final” thoughts on the issue are for the future and for further research addressing the cultural relations between players and video games.Os jogos de videogame ocupam, atualmente, um lugar de destaque entre os produtos culturais populares e o número de pessoas que jogam tem crescido bastante nas últimas décadas. Diante disso, esta tese buscou compreender como se dão os processos de identificação entre a pessoa jogadora e sua personagem/avatar no ambiente simulado do jogo virtual por meio das condições de (im)possibilidade e de decidibilidade conforme a ética derridiana. Para tanto, esses processos foram analisados a partir das relações que a jogadora estabelece com o mundo do jogo pela imersão, interação e agência, podendo culminar na construção de uma identidade virtual ficcional. Os jogos analisados foram The Elder Scrolls V: Skyrim e Journey, pois se opõem em sua estrutura customizável, sendo que esta funcuinalidade já oferece à jogadora a criação de uma personagem sua (funcionando como um primeiro pilar de identificação). Foi utilizada bibliografia variada, principalmente da Teoria da Literatura, dos Game Studies e da Filosofia. Além de analisar os jogos, esta tese avaliou, através de um levantamento, os hábitos de usuários e de usuárias e de gêneros de videogames. As análises dos jogos foram realizadas através dos gameplays da autora desta tese e da avaliação das interações de jogadores e de jogadoras diversas utilizando vídeos de gameplays disponibilizados em canais de vídeo da internet. Os jogos analisados permitiram elencar características que possibilitam a elaboração de identidades virtuais ficcionais, e também narrativas, no mundo do jogo. As condições de decidibilidade apresentaram dois pólos: há bastante interatividade e possibilidades de escolhas em The Elder Scrolls V: Skyrim, enquanto que em Journey essa interação é baixa; as condições de (im)possibilidade ainda são bem determinadas pelos sistemas dos jogos, cabendo à jogadora realizar eventos singulares na sua interação com o mundo do jogo. Nesse sentido, são os eventos singulares decididos e realizados por cada jogadora que implicam em processos identitários construídos narrativamente nos jogos. Pensamentos “finais” sobre a questão toda esperam a continuidade de pesquisas que abordem as relações culturais entre as pessoas e os videogames.Submitted by Setor de Tratamento da Informação - BC/PUCRS (tede2@pucrs.br) on 2017-02-06T13:58:27Z No. of bitstreams: 1 TES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdf: 2626687 bytes, checksum: dd316a4cbf1a57410b211af37faccefd (MD5)Made available in DSpace on 2017-02-06T13:58:28Z (GMT). No. of bitstreams: 1 TES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdf: 2626687 bytes, checksum: dd316a4cbf1a57410b211af37faccefd (MD5) Previous issue date: 2016-03-16application/pdfhttp://tede2.pucrs.br:80/tede2/retrieve/167224/TES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdf.jpgporPontifícia Universidade Católica do Rio Grande do SulPrograma de Pós-Graduação em LetrasPUCRSBrasilFaculdade de LetrasTEORIA LITERÁRIAAVATARESJOGOS INTERATIVOSPERSONAGENS - ADAPTAÇÃOLITERATURALINGUISTICA, LETRAS E ARTES::LETRASA personagem em videogames - Avatar/Persona : no limiar entre o sujeito, a identidade virtual e a ética derridianainfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesis8447345070736321569600600600-2856882280194242995-5409419262886498088info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_RSinstname:Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)instacron:PUC_RSTHUMBNAILTES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdf.jpgTES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdf.jpgimage/jpeg3440http://tede2.pucrs.br/tede2/bitstream/tede/7127/5/TES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdf.jpgae72df9da622f2acfca139216144828dMD55TEXTTES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdf.txtTES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdf.txttext/plain771615http://tede2.pucrs.br/tede2/bitstream/tede/7127/4/TES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdf.txt6c0e2d7ba1ddec01ffffa52b940f6302MD54LICENSElicense.txtlicense.txttext/plain; charset=utf-8610http://tede2.pucrs.br/tede2/bitstream/tede/7127/3/license.txt5a9d6006225b368ef605ba16b4f6d1beMD53ORIGINALTES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdfTES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdfapplication/pdf2626687http://tede2.pucrs.br/tede2/bitstream/tede/7127/2/TES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdfdd316a4cbf1a57410b211af37faccefdMD52tede/71272017-02-06 12:02:08.354oai:tede2.pucrs.br:tede/7127QXV0b3JpemHDp8OjbyBwYXJhIFB1YmxpY2HDp8OjbyBFbGV0csO0bmljYTogQ29tIGJhc2Ugbm8gZGlzcG9zdG8gbmEgTGVpIEZlZGVyYWwgbsK6OS42MTAsIGRlIDE5IGRlIGZldmVyZWlybyBkZSAxOTk4LCBvIGF1dG9yIEFVVE9SSVpBIGEgcHVibGljYcOnw6NvIGVsZXRyw7RuaWNhIGRhIHByZXNlbnRlIG9icmEgbm8gYWNlcnZvIGRhIEJpYmxpb3RlY2EgRGlnaXRhbCBkYSBQb250aWbDrWNpYSBVbml2ZXJzaWRhZGUgQ2F0w7NsaWNhIGRvIFJpbyBHcmFuZGUgZG8gU3VsLCBzZWRpYWRhIGEgQXYuIElwaXJhbmdhIDY2ODEsIFBvcnRvIEFsZWdyZSwgUmlvIEdyYW5kZSBkbyBTdWwsIGNvbSByZWdpc3RybyBkZSBDTlBKIDg4NjMwNDEzMDAwMi04MSBiZW0gY29tbyBlbSBvdXRyYXMgYmlibGlvdGVjYXMgZGlnaXRhaXMsIG5hY2lvbmFpcyBlIGludGVybmFjaW9uYWlzLCBjb25zw7NyY2lvcyBlIHJlZGVzIMOgcyBxdWFpcyBhIGJpYmxpb3RlY2EgZGEgUFVDUlMgcG9zc2EgYSB2aXIgcGFydGljaXBhciwgc2VtIMO0bnVzIGFsdXNpdm8gYW9zIGRpcmVpdG9zIGF1dG9yYWlzLCBhIHTDrXR1bG8gZGUgZGl2dWxnYcOnw6NvIGRhIHByb2R1w6fDo28gY2llbnTDrWZpY2EuCg==Biblioteca Digital de Teses e Dissertaçõeshttp://tede2.pucrs.br/tede2/PRIhttps://tede2.pucrs.br/oai/requestbiblioteca.central@pucrs.br||opendoar:2017-02-06T14:02:08Biblioteca Digital de Teses e Dissertações da PUC_RS - Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)false |
dc.title.por.fl_str_mv |
A personagem em videogames - Avatar/Persona : no limiar entre o sujeito, a identidade virtual e a ética derridiana |
title |
A personagem em videogames - Avatar/Persona : no limiar entre o sujeito, a identidade virtual e a ética derridiana |
spellingShingle |
A personagem em videogames - Avatar/Persona : no limiar entre o sujeito, a identidade virtual e a ética derridiana Silva, Aline Conceição Job da TEORIA LITERÁRIA AVATARES JOGOS INTERATIVOS PERSONAGENS - ADAPTAÇÃO LITERATURA LINGUISTICA, LETRAS E ARTES::LETRAS |
title_short |
A personagem em videogames - Avatar/Persona : no limiar entre o sujeito, a identidade virtual e a ética derridiana |
title_full |
A personagem em videogames - Avatar/Persona : no limiar entre o sujeito, a identidade virtual e a ética derridiana |
title_fullStr |
A personagem em videogames - Avatar/Persona : no limiar entre o sujeito, a identidade virtual e a ética derridiana |
title_full_unstemmed |
A personagem em videogames - Avatar/Persona : no limiar entre o sujeito, a identidade virtual e a ética derridiana |
title_sort |
A personagem em videogames - Avatar/Persona : no limiar entre o sujeito, a identidade virtual e a ética derridiana |
author |
Silva, Aline Conceição Job da |
author_facet |
Silva, Aline Conceição Job da |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Gerbase, Carlos |
dc.contributor.advisor1ID.fl_str_mv |
368.600.930-72 |
dc.contributor.advisor1Lattes.fl_str_mv |
http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4779717A8 |
dc.contributor.authorID.fl_str_mv |
807.408.800-63 |
dc.contributor.authorLattes.fl_str_mv |
http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4241509T1 |
dc.contributor.author.fl_str_mv |
Silva, Aline Conceição Job da |
contributor_str_mv |
Gerbase, Carlos |
dc.subject.por.fl_str_mv |
TEORIA LITERÁRIA AVATARES JOGOS INTERATIVOS PERSONAGENS - ADAPTAÇÃO LITERATURA |
topic |
TEORIA LITERÁRIA AVATARES JOGOS INTERATIVOS PERSONAGENS - ADAPTAÇÃO LITERATURA LINGUISTICA, LETRAS E ARTES::LETRAS |
dc.subject.cnpq.fl_str_mv |
LINGUISTICA, LETRAS E ARTES::LETRAS |
description |
Currently, video games occupy a prominent place among the popular cultural products and the number of people playing has grown considerably in recent decades. Thus, this thesis sought to understand how the process of identification come about between the player and her character/avatar in the simulated environment of the virtual game through the conditions of (im)possibility and of decidability according to the ethics of Jacque Derrida. Therefore, these processes were analyzed taking into consideration the relations established between the player and the game world through immersion, interaction, and agency; they may result in the construction of a fictional and virtual identity. The Elder Scrolls V: Skyrim and Journey were the analyzed games, because their structure for customization are opposed, since this possibility offers to the gamer the exercise of creating her own character. The bibliography was mainly from Theory of Literature, Game Studies and Philosophy. In addition to the analysis of the games, this thesis evaluated, through a survey, the habits of users and video game genres. The analyses of the games were made through the gameplays of the author of this thesis and from the evaluation of the interactions of players using their gameplays videos available on the internet video channels. The games analyzed allowed to list characteristics that enable the development of fictional and virtual identities, and also narrative, in the game world. The conditions of decidability had two poles: there are enough interactivity and possibilities of choices in The Elder Scrolls V: Skyrim, while in Journey this interaction is low; the conditions of (im)possibility are still well calculated by the gaming systems, then, it is for the subject player to perform singular events in her interaction with the game world. Therefore, the singular events decided and performed by each gamer are the ones that implicate in processess of identification built narratively in the games. “Final” thoughts on the issue are for the future and for further research addressing the cultural relations between players and video games. |
publishDate |
2016 |
dc.date.issued.fl_str_mv |
2016-03-16 |
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2017-02-06T13:58:28Z |
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