Medo em jogo: performatividade sensorial nos videogames de horror
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Tipo de documento: | Tese |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da UERJ |
Texto Completo: | http://www.bdtd.uerj.br/handle/1/8874 |
Resumo: | This thesis investigates the performance and the sensoriality in electronic games of horror. The thematic framming is based on the notion that digital culture reconfigures our forms of communication, stimulating multiple sensorialities and the video game, product of this culture, explores the sensations and perceptions of its players. The central proposition of this study is that the body is a key element for both horror and game studies. This is the core idea behind this research that aims to investigate, through theoretical studies and empirical observation, how different sensorial appeals can influence the performance of a player in the face of a game challenge. With the theoretical grounding from the studies of performance, digital culture, cognitive sciences and game studies, the research is based on authors such as Varela, Thompson & Rosch (2000), Zumthor (1993; 2007), Schechner (2006), Jørgensen (2011) e Ermi & Mäyrä (2011). To gather data capable of contributing to this reflection, the methodological procedures delimited for the field were: a) inviting players with different levels of experience with video games and the horror genre to play three horror games with different gameplay, through a previous questionnaire; b) after each interaction they were instigated to write a fictional text that evoked sensory elements of the player -game relationship during the experience; and, finally, c) conducting a semi-structured mini- interview related to the research and the session. Thus, through this investigation it was possible to gauge certain performance influences of the players participating in the study, both in the physical and in the virtual space. Or, in other words, from this study we sought to highlight the centrality of the body and the sensorial issues involved in the consumption and appropriation of products of the horror genre, especially in games. The quasi-laboratorial research revealed some results, of which we highlight: 1) Immersion and performance can be understood by the notion of role-playing. However, the latter is independent of the first to be performed; 2) Another observed fact was the desire to erase the interface, to forget that it is interacting and to act directly ; 3) Curiosity, suspense, anxiety, tension, anguish and even fear are desired in a controlled environment; and 4) Sound, or its absence, is a sensitizing element of experience |
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Oliveira, Fátima Cristina Regis Martins dehttp://lattes.cnpq.br/1150082707390234Tucherman, Iedahttp://lattes.cnpq.br/2710906080404292Sá, Simone Maria Andrade Pereira dehttp://lattes.cnpq.br/6382966782640472Fragoso, Suely Dadaltihttp://lattes.cnpq.br/2297271923723521Soares, Letícia Peranihttp://lattes.cnpq.br/2564650639840897http://lattes.cnpq.br/2760935870224920Monteiro, Alessandra Cristina da Silva Maia Cardoso2021-01-05T19:45:38Z2018-07-042018-02-27MONTEIRO, Alessandra Cristina da Silva Maia Cardoso. Medo em jogo: performatividade sensorial nos videogames de horror. 2018. 299 f. Tese (Doutorado em Comunicação Social) - Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2018.http://www.bdtd.uerj.br/handle/1/8874This thesis investigates the performance and the sensoriality in electronic games of horror. The thematic framming is based on the notion that digital culture reconfigures our forms of communication, stimulating multiple sensorialities and the video game, product of this culture, explores the sensations and perceptions of its players. The central proposition of this study is that the body is a key element for both horror and game studies. This is the core idea behind this research that aims to investigate, through theoretical studies and empirical observation, how different sensorial appeals can influence the performance of a player in the face of a game challenge. With the theoretical grounding from the studies of performance, digital culture, cognitive sciences and game studies, the research is based on authors such as Varela, Thompson & Rosch (2000), Zumthor (1993; 2007), Schechner (2006), Jørgensen (2011) e Ermi & Mäyrä (2011). To gather data capable of contributing to this reflection, the methodological procedures delimited for the field were: a) inviting players with different levels of experience with video games and the horror genre to play three horror games with different gameplay, through a previous questionnaire; b) after each interaction they were instigated to write a fictional text that evoked sensory elements of the player -game relationship during the experience; and, finally, c) conducting a semi-structured mini- interview related to the research and the session. Thus, through this investigation it was possible to gauge certain performance influences of the players participating in the study, both in the physical and in the virtual space. Or, in other words, from this study we sought to highlight the centrality of the body and the sensorial issues involved in the consumption and appropriation of products of the horror genre, especially in games. The quasi-laboratorial research revealed some results, of which we highlight: 1) Immersion and performance can be understood by the notion of role-playing. However, the latter is independent of the first to be performed; 2) Another observed fact was the desire to erase the interface, to forget that it is interacting and to act directly ; 3) Curiosity, suspense, anxiety, tension, anguish and even fear are desired in a controlled environment; and 4) Sound, or its absence, is a sensitizing element of experienceEsta tese investiga a performance e a sensorialidade nos jogos eletrônicos de horror. Esse recorte temático parte da noção de que a cultura digital reconfigura nossas formas de comunicação, estimulando múltiplas sensorialidades e o videogame, produto próprio dessa cultura, explora as sensações e percepções de seus jogadores. A proposição central deste estudo é que o corpo é um elemento-chave tanto para estudos do gênero de horror quanto para os game studies. Esse é o núcleo desta pesquisa que visa investigar, por meio de estudos teóricos e observação empírica, como diferentes apelos sensoriais podem influencia r a performance de um jogador diante de um desafio de jogo. Com fundamentação teórica dos estudos de performance, cultura digital, ciências cognitivas e game studies, a pesquisa apoia - se em autores como Varela, Thompson & Rosch (2000), Zumthor (1993; 2007), Schechner (2006), Jørgensen (2011) e Ermi & Mäyrä (2011). Para reunir dados capazes de contribuir para essa reflexão, os procedimentos metodológicos delimitados para o campo foram: a) convite a jogadores com diferentes níveis de experiência com videogame s e o gênero de horror para jogar três jogos de horror com distintas jogabilidades, por meio de um questionário prévio; b) depois de cada interação foram instigados a redigir um texto ficcional que evocasse elementos sensoriais da relação jogador-jogo durante a experiência; e, por fim, c) houve uma minientrevista semiestruturada relacionada com a pesquisa e a sessão. Sendo assim, mediante esta investigação foi possível aferir certas influências na performance, tanto no espaço físico quanto no virtual dos jogadores participantes do estudo. Ou, em outras palavras, a partir deste estudo buscou-se evidenciar a centralidade do corpo e das questões sensoriais envolvidas no consumo e apropriação de produtos do gênero de horror, em especial nos jogos. A pesquisa quase-laboratorial revelou alguns resultados, dos quais destacamos: 1) A imersão e a performance podem ser compreendidas pela noção de interpretação de papéis. Entretanto, esta última independe da primeira para ser realizada; 2) Outro dado observado foi o desejo de apagamento da interface, esquecer que está interagindo e passar a agir diretamente ; 3) Curiosidade, suspense, ansiedade, tensão, angústia e até medo são desejados num ambiente controlado; e 4) O som, ou a sua ausência, é elemento sensibilizador da experiênciaSubmitted by Boris Flegr (boris@uerj.br) on 2021-01-05T19:45:38Z No. of bitstreams: 1 Tese_Alessandra Cristina da Silva Maia Cardoso Monteiro.pdf: 10554584 bytes, checksum: a94f116055314e6a5248b45d5dcf608b (MD5)Made available in DSpace on 2021-01-05T19:45:38Z (GMT). No. of bitstreams: 1 Tese_Alessandra Cristina da Silva Maia Cardoso Monteiro.pdf: 10554584 bytes, checksum: a94f116055314e6a5248b45d5dcf608b (MD5) Previous issue date: 2018-02-27Fundação de Amparo à Pesquisa do Estado do Rio de Janeiroapplication/pdfporUniversidade do Estado do Rio de JaneiroPrograma de Pós-Graduação em ComunicaçãoUERJBRCentro de Educação e Humanidades::Faculdade de Comunicação SocialCommunication studiesSensorialityPerformaceSensorialidadePerformanceComunicaçãoHorrorVideogameCNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO::TEORIA DA COMUNICACAOMedo em jogo: performatividade sensorial nos videogames de horrorFear at play: sensory performativity in horror video gamesinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da UERJinstname:Universidade do Estado do Rio de Janeiro (UERJ)instacron:UERJORIGINALTese_Alessandra Cristina da Silva Maia Cardoso Monteiro.pdfapplication/pdf10554584http://www.bdtd.uerj.br/bitstream/1/8874/1/Tese_Alessandra+Cristina+da+Silva+Maia+Cardoso+Monteiro.pdfa94f116055314e6a5248b45d5dcf608bMD511/88742024-02-26 16:49:18.483oai:www.bdtd.uerj.br:1/8874Biblioteca Digital de Teses e Dissertaçõeshttp://www.bdtd.uerj.br/PUBhttps://www.bdtd.uerj.br:8443/oai/requestbdtd.suporte@uerj.bropendoar:29032024-02-26T19:49:18Biblioteca Digital de Teses e Dissertações da UERJ - Universidade do Estado do Rio de Janeiro (UERJ)false |
dc.title.por.fl_str_mv |
Medo em jogo: performatividade sensorial nos videogames de horror |
dc.title.alternative.eng.fl_str_mv |
Fear at play: sensory performativity in horror video games |
title |
Medo em jogo: performatividade sensorial nos videogames de horror |
spellingShingle |
Medo em jogo: performatividade sensorial nos videogames de horror Monteiro, Alessandra Cristina da Silva Maia Cardoso Communication studies Sensoriality Performace Sensorialidade Performance Comunicação Horror Videogame CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO::TEORIA DA COMUNICACAO |
title_short |
Medo em jogo: performatividade sensorial nos videogames de horror |
title_full |
Medo em jogo: performatividade sensorial nos videogames de horror |
title_fullStr |
Medo em jogo: performatividade sensorial nos videogames de horror |
title_full_unstemmed |
Medo em jogo: performatividade sensorial nos videogames de horror |
title_sort |
Medo em jogo: performatividade sensorial nos videogames de horror |
author |
Monteiro, Alessandra Cristina da Silva Maia Cardoso |
author_facet |
Monteiro, Alessandra Cristina da Silva Maia Cardoso |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Oliveira, Fátima Cristina Regis Martins de |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/1150082707390234 |
dc.contributor.referee1.fl_str_mv |
Tucherman, Ieda |
dc.contributor.referee1Lattes.fl_str_mv |
http://lattes.cnpq.br/2710906080404292 |
dc.contributor.referee2.fl_str_mv |
Sá, Simone Maria Andrade Pereira de |
dc.contributor.referee2Lattes.fl_str_mv |
http://lattes.cnpq.br/6382966782640472 |
dc.contributor.referee3.fl_str_mv |
Fragoso, Suely Dadalti |
dc.contributor.referee3Lattes.fl_str_mv |
http://lattes.cnpq.br/2297271923723521 |
dc.contributor.referee4.fl_str_mv |
Soares, Letícia Perani |
dc.contributor.referee4Lattes.fl_str_mv |
http://lattes.cnpq.br/2564650639840897 |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/2760935870224920 |
dc.contributor.author.fl_str_mv |
Monteiro, Alessandra Cristina da Silva Maia Cardoso |
contributor_str_mv |
Oliveira, Fátima Cristina Regis Martins de Tucherman, Ieda Sá, Simone Maria Andrade Pereira de Fragoso, Suely Dadalti Soares, Letícia Perani |
dc.subject.eng.fl_str_mv |
Communication studies Sensoriality Performace |
topic |
Communication studies Sensoriality Performace Sensorialidade Performance Comunicação Horror Videogame CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO::TEORIA DA COMUNICACAO |
dc.subject.por.fl_str_mv |
Sensorialidade Performance Comunicação Horror Videogame |
dc.subject.cnpq.fl_str_mv |
CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO::TEORIA DA COMUNICACAO |
description |
This thesis investigates the performance and the sensoriality in electronic games of horror. The thematic framming is based on the notion that digital culture reconfigures our forms of communication, stimulating multiple sensorialities and the video game, product of this culture, explores the sensations and perceptions of its players. The central proposition of this study is that the body is a key element for both horror and game studies. This is the core idea behind this research that aims to investigate, through theoretical studies and empirical observation, how different sensorial appeals can influence the performance of a player in the face of a game challenge. With the theoretical grounding from the studies of performance, digital culture, cognitive sciences and game studies, the research is based on authors such as Varela, Thompson & Rosch (2000), Zumthor (1993; 2007), Schechner (2006), Jørgensen (2011) e Ermi & Mäyrä (2011). To gather data capable of contributing to this reflection, the methodological procedures delimited for the field were: a) inviting players with different levels of experience with video games and the horror genre to play three horror games with different gameplay, through a previous questionnaire; b) after each interaction they were instigated to write a fictional text that evoked sensory elements of the player -game relationship during the experience; and, finally, c) conducting a semi-structured mini- interview related to the research and the session. Thus, through this investigation it was possible to gauge certain performance influences of the players participating in the study, both in the physical and in the virtual space. Or, in other words, from this study we sought to highlight the centrality of the body and the sensorial issues involved in the consumption and appropriation of products of the horror genre, especially in games. The quasi-laboratorial research revealed some results, of which we highlight: 1) Immersion and performance can be understood by the notion of role-playing. However, the latter is independent of the first to be performed; 2) Another observed fact was the desire to erase the interface, to forget that it is interacting and to act directly ; 3) Curiosity, suspense, anxiety, tension, anguish and even fear are desired in a controlled environment; and 4) Sound, or its absence, is a sensitizing element of experience |
publishDate |
2018 |
dc.date.available.fl_str_mv |
2018-07-04 |
dc.date.issued.fl_str_mv |
2018-02-27 |
dc.date.accessioned.fl_str_mv |
2021-01-05T19:45:38Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/doctoralThesis |
format |
doctoralThesis |
status_str |
publishedVersion |
dc.identifier.citation.fl_str_mv |
MONTEIRO, Alessandra Cristina da Silva Maia Cardoso. Medo em jogo: performatividade sensorial nos videogames de horror. 2018. 299 f. Tese (Doutorado em Comunicação Social) - Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2018. |
dc.identifier.uri.fl_str_mv |
http://www.bdtd.uerj.br/handle/1/8874 |
identifier_str_mv |
MONTEIRO, Alessandra Cristina da Silva Maia Cardoso. Medo em jogo: performatividade sensorial nos videogames de horror. 2018. 299 f. Tese (Doutorado em Comunicação Social) - Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2018. |
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http://www.bdtd.uerj.br/handle/1/8874 |
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Universidade do Estado do Rio de Janeiro |
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Centro de Educação e Humanidades::Faculdade de Comunicação Social |
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Universidade do Estado do Rio de Janeiro |
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