Interatividade e Storytelling: Desenvolvimentos narrativos em videojogos
Autor(a) principal: | |
---|---|
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. |
id |
RCAP_bddb5b927481d1e250128195c7ada340 |
---|---|
oai_identifier_str |
oai:repositorio-aberto.up.pt:10216/85231 |
network_acronym_str |
RCAP |
network_name_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository_id_str |
7160 |
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 2016-07-15T00:00:00Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://hdl.handle.net/10216/85231 TID:201805332 |
url |
https://hdl.handle.net/10216/85231 |
identifier_str_mv |
TID:201805332 |
dc.language.iso.fl_str_mv |
por |
language |
por |
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/octet-stream |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
repository.mail.fl_str_mv |
|
_version_ |
1799135508507394048 |