Interatividade e Storytelling: Desenvolvimentos narrativos em videojogos

Detalhes bibliográficos
Autor(a) principal: Ana Raquel Cosme Costeira
Data de Publicação: 2016
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/85231
Resumo: The present work is integrated in the syllabus of Multimedia Masters Degree in the Faculty of Engineering, University of Porto. The objective of this investigation is the definition of the adaptive elements, whether by addition or subtraction of the narrative components present in the alteration of the medium from which they are incorporated. Thus, it is possible to observe that specific and different structures exist, that, in some way, reflect the behaviour of the narrative according to its mediatic context. It was attempted to clarify the subject concerning the understanding of these different existing narrative structures, and in what way they influence the narrative development. The transposition of a narrative created towards dramatic context, to a medium so flexible and expandable like the video game, allows not only the application of such narrative structures, but, as well, by consequence of its implementation, a reflection about the compromises and concessions made by the narrative in the medium. This way, by reflecting the theoretical component of this dissertation, it is presented in parallel, an adaptation of William Shakespeare's work The Tempest. In this stage, the work was fragmented and readjusted to assimilate the player as a character, maintaining a cohesive narrative, granting him the possibility to alter the original story. In this video game, the group of possibilities, allied with the mechanic to randomize the words, will always generate a different and/or divergent result for each time the game is played. With this dissertation, it is intended to expand even further the bounds of the narrative regarding its implementation in the context of video games.
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spelling Interatividade e Storytelling: Desenvolvimentos narrativos em videojogosOutras ciências da engenharia e tecnologiasOther engineering and technologiesThe present work is integrated in the syllabus of Multimedia Masters Degree in the Faculty of Engineering, University of Porto. The objective of this investigation is the definition of the adaptive elements, whether by addition or subtraction of the narrative components present in the alteration of the medium from which they are incorporated. Thus, it is possible to observe that specific and different structures exist, that, in some way, reflect the behaviour of the narrative according to its mediatic context. It was attempted to clarify the subject concerning the understanding of these different existing narrative structures, and in what way they influence the narrative development. The transposition of a narrative created towards dramatic context, to a medium so flexible and expandable like the video game, allows not only the application of such narrative structures, but, as well, by consequence of its implementation, a reflection about the compromises and concessions made by the narrative in the medium. This way, by reflecting the theoretical component of this dissertation, it is presented in parallel, an adaptation of William Shakespeare's work The Tempest. In this stage, the work was fragmented and readjusted to assimilate the player as a character, maintaining a cohesive narrative, granting him the possibility to alter the original story. In this video game, the group of possibilities, allied with the mechanic to randomize the words, will always generate a different and/or divergent result for each time the game is played. With this dissertation, it is intended to expand even further the bounds of the narrative regarding its implementation in the context of video games.2016-07-152016-07-15T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfapplication/octet-streamhttps://hdl.handle.net/10216/85231TID:201805332porAna Raquel Cosme Costeirainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T12:28:12Zoai:repositorio-aberto.up.pt:10216/85231Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:20:51.633396Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Interatividade e Storytelling: Desenvolvimentos narrativos em videojogos
title Interatividade e Storytelling: Desenvolvimentos narrativos em videojogos
spellingShingle Interatividade e Storytelling: Desenvolvimentos narrativos em videojogos
Ana Raquel Cosme Costeira
Outras ciências da engenharia e tecnologias
Other engineering and technologies
title_short Interatividade e Storytelling: Desenvolvimentos narrativos em videojogos
title_full Interatividade e Storytelling: Desenvolvimentos narrativos em videojogos
title_fullStr Interatividade e Storytelling: Desenvolvimentos narrativos em videojogos
title_full_unstemmed Interatividade e Storytelling: Desenvolvimentos narrativos em videojogos
title_sort Interatividade e Storytelling: Desenvolvimentos narrativos em videojogos
author Ana Raquel Cosme Costeira
author_facet Ana Raquel Cosme Costeira
author_role author
dc.contributor.author.fl_str_mv Ana Raquel Cosme Costeira
dc.subject.por.fl_str_mv Outras ciências da engenharia e tecnologias
Other engineering and technologies
topic Outras ciências da engenharia e tecnologias
Other engineering and technologies
description The present work is integrated in the syllabus of Multimedia Masters Degree in the Faculty of Engineering, University of Porto. The objective of this investigation is the definition of the adaptive elements, whether by addition or subtraction of the narrative components present in the alteration of the medium from which they are incorporated. Thus, it is possible to observe that specific and different structures exist, that, in some way, reflect the behaviour of the narrative according to its mediatic context. It was attempted to clarify the subject concerning the understanding of these different existing narrative structures, and in what way they influence the narrative development. The transposition of a narrative created towards dramatic context, to a medium so flexible and expandable like the video game, allows not only the application of such narrative structures, but, as well, by consequence of its implementation, a reflection about the compromises and concessions made by the narrative in the medium. This way, by reflecting the theoretical component of this dissertation, it is presented in parallel, an adaptation of William Shakespeare's work The Tempest. In this stage, the work was fragmented and readjusted to assimilate the player as a character, maintaining a cohesive narrative, granting him the possibility to alter the original story. In this video game, the group of possibilities, allied with the mechanic to randomize the words, will always generate a different and/or divergent result for each time the game is played. With this dissertation, it is intended to expand even further the bounds of the narrative regarding its implementation in the context of video games.
publishDate 2016
dc.date.none.fl_str_mv 2016-07-15
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TID:201805332
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