Medo em jogo: performatividade sensorial nos videogames de horror

Detalhes bibliográficos
Autor(a) principal: Monteiro, Alessandra Cristina da Silva Maia Cardoso
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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spelling 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
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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.
url http://www.bdtd.uerj.br/handle/1/8874
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dc.publisher.department.fl_str_mv Centro de Educação e Humanidades::Faculdade de Comunicação Social
publisher.none.fl_str_mv Universidade do Estado do Rio de Janeiro
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