Gamæstética: reflexões sobre games, arte, estética e processos criativos

Detalhes bibliográficos
Autor(a) principal: Mendonça, Bruno de Abreu
Data de Publicação: 2022
Tipo de documento: Tese
Idioma: por
Título da fonte: Repositório Institucional da UFG
Texto Completo: http://repositorio.bc.ufg.br/tede/handle/tede/12513
Resumo: GAMÆSTHETICS: Reflections on Games, Art, Aesthetics and Creative Processes is a propo-sal for the application of a specific aesthetic theory/approach – developed here – to be adop-ted when dealing with video games and gameart objects, seeking to preset an understanding and analysis of the details that embody player’s experience. It is a research aimed mainly at understanding the visualities addressed in video games and gameart, what they refer to and how they create bonds with those who interact with them, having here considered how com-mon – and, why not, necessary – these electronic games have become within the contempo-rary social structure. The studies developed here permeate the fields of art, game design, visualities and philosophy, presenting discussions and concepts that act in a supplementary way to the very existence of electronic games. These, allied to the basis of argument that brings to light the indispensable link between the theoretical act and the process of creating the poetics of the ludic object, aim at a direct approximation with the term gamæsthetics, coined here as the study of the act of playing and how the player interprets it. In this thesis, gamæsthetics is conceptualized from theoretical-practical creation exercises, observing what is behind the game, in addition to bits and pixels. It is an action of sifting through motivations and intentions defined (consciously or not) by aesthetic options and extracting from there the understanding of expression, of feeling; it is to insert oneself in the game and to be part of it.
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spelling Franco, Edgar Silveirahttp://lattes.cnpq.br/8415486629956081Franco, Edgar SilveiraNunes, Fábio OliveiraAndraus, GazyCustódio, José Antônio LouresBerardo, Rosa Mariahttp://lattes.cnpq.br/4827648632612672Mendonça, Bruno de Abreu2022-12-16T11:34:11Z2022-12-16T11:34:11Z2022-11-30MENDONÇA, B. A. Gamæstética: reflexões sobre games, arte, estética e processos criativos. 2022. 258 f. Tese (Doutorado em Arte e Cultura Visual) - Universidade Federal de Goiás, Goiânia, 2022.http://repositorio.bc.ufg.br/tede/handle/tede/12513GAMÆSTHETICS: Reflections on Games, Art, Aesthetics and Creative Processes is a propo-sal for the application of a specific aesthetic theory/approach – developed here – to be adop-ted when dealing with video games and gameart objects, seeking to preset an understanding and analysis of the details that embody player’s experience. It is a research aimed mainly at understanding the visualities addressed in video games and gameart, what they refer to and how they create bonds with those who interact with them, having here considered how com-mon – and, why not, necessary – these electronic games have become within the contempo-rary social structure. The studies developed here permeate the fields of art, game design, visualities and philosophy, presenting discussions and concepts that act in a supplementary way to the very existence of electronic games. These, allied to the basis of argument that brings to light the indispensable link between the theoretical act and the process of creating the poetics of the ludic object, aim at a direct approximation with the term gamæsthetics, coined here as the study of the act of playing and how the player interprets it. In this thesis, gamæsthetics is conceptualized from theoretical-practical creation exercises, observing what is behind the game, in addition to bits and pixels. It is an action of sifting through motivations and intentions defined (consciously or not) by aesthetic options and extracting from there the understanding of expression, of feeling; it is to insert oneself in the game and to be part of it.GAMÆSTÉTICA: Reflexões sobre Games, Arte, Estética e Processos Criativos é uma pro-posta de aplicação de uma teoria/abordagem estética específica – desenvolvida aqui – para ser adotada ao tratar-se de objetos eletrônicos lúdicos, buscando uma compreensão e aná-lise das minúcias que corporificam a experiência do jogador. É uma pesquisa voltada princi-palmente à compreensão das visualidades abordadas em games e obras de gamearte, ao que essas se referem e como criam laços com aqueles que interagem com elas, tendo aqui considerado o quão comum – e, por que não, necessários – esses jogos eletrônicos se torna-ram dentro da estrutura social contemporânea. Os estudos aqui desenvolvidos permeiam os campos da arte, do game design, das visualidades e da filosofia, apresentando discussões e conceitos que atuam de forma suplementar à própria existência dos jogos eletrônicos. Esses, aliados à base de argumentação que traz à tona o elo indispensável entre o ato teórico e o processo de criação da poética do objeto lúdico, visam uma aproximação direta com o termo gamæstética, cunhado aqui como o estudo sobre o ato de jogar e como o jogador o interpreta. Nessa tese conceitua-se gamæstética a partir de exercícios teórico-práticos de criação, observando o que há por trás do game, além de bits e pixels. É uma ação de esmiuçar por entre motivações e intenções definidas (conscientemente ou não) por opções estéticas e retirar dali a compreensão da expressão, do sentimento; é inserir-se no jogo e fazer-se parte dele.Submitted by Luciana Ferreira (lucgeral@gmail.com) on 2022-12-15T13:52:12Z No. of bitstreams: 2 Tese - Bruno de Abreu Mendonça - 2022.pdf: 6919125 bytes, checksum: ed2e3d2d6eeb6f7fe65d8e030f7b7079 (MD5) license_rdf: 805 bytes, checksum: 4460e5956bc1d1639be9ae6146a50347 (MD5)Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2022-12-16T11:34:10Z (GMT) No. of bitstreams: 2 Tese - Bruno de Abreu Mendonça - 2022.pdf: 6919125 bytes, checksum: ed2e3d2d6eeb6f7fe65d8e030f7b7079 (MD5) license_rdf: 805 bytes, checksum: 4460e5956bc1d1639be9ae6146a50347 (MD5)Made available in DSpace on 2022-12-16T11:34:11Z (GMT). No. of bitstreams: 2 Tese - Bruno de Abreu Mendonça - 2022.pdf: 6919125 bytes, checksum: ed2e3d2d6eeb6f7fe65d8e030f7b7079 (MD5) license_rdf: 805 bytes, checksum: 4460e5956bc1d1639be9ae6146a50347 (MD5) Previous issue date: 2022-11-30Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESporUniversidade Federal de GoiásPrograma de Pós-graduação em Arte e Cultura Visual (FAV)UFGBrasilFaculdade de Artes Visuais - FAV (RMG)Attribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessJogos eletrônicosProcessos criativosEstéticaVisualidadesImagemVideogamesCreative processesAestheticsImageVisualitiesLINGUISTICA, LETRAS E ARTES::ARTES::ARTES PLASTICAS::DESENHOGamæstética: reflexões sobre games, arte, estética e processos criativosGamæsthetics: reflections on games, art, aesthetics and creative processesinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesis85005005005008661reponame:Repositório Institucional da UFGinstname:Universidade Federal de Goiás (UFG)instacron:UFGLICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.bc.ufg.br/tede/bitstreams/d4939f09-ca2a-41ac-8d1b-1660cf8968c0/download8a4605be74aa9ea9d79846c1fba20a33MD51CC-LICENSElicense_rdflicense_rdfapplication/rdf+xml; charset=utf-8805http://repositorio.bc.ufg.br/tede/bitstreams/f411be46-52ba-450f-b803-31a4371eef66/download4460e5956bc1d1639be9ae6146a50347MD52ORIGINALTese - Bruno de Abreu Mendonça - 2022.pdfTese - Bruno de Abreu Mendonça - 2022.pdfapplication/pdf6919125http://repositorio.bc.ufg.br/tede/bitstreams/c844fbe4-f196-4edc-b472-e80297fb21a6/downloaded2e3d2d6eeb6f7fe65d8e030f7b7079MD53tede/125132022-12-16 08:34:11.974http://creativecommons.org/licenses/by-nc-nd/4.0/Attribution-NonCommercial-NoDerivatives 4.0 Internationalopen.accessoai:repositorio.bc.ufg.br:tede/12513http://repositorio.bc.ufg.br/tedeRepositório InstitucionalPUBhttp://repositorio.bc.ufg.br/oai/requesttasesdissertacoes.bc@ufg.bropendoar:2022-12-16T11:34:11Repositório Institucional da UFG - Universidade Federal de Goiás (UFG)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
dc.title.pt_BR.fl_str_mv Gamæstética: reflexões sobre games, arte, estética e processos criativos
dc.title.alternative.eng.fl_str_mv Gamæsthetics: reflections on games, art, aesthetics and creative processes
title Gamæstética: reflexões sobre games, arte, estética e processos criativos
spellingShingle Gamæstética: reflexões sobre games, arte, estética e processos criativos
Mendonça, Bruno de Abreu
Jogos eletrônicos
Processos criativos
Estética
Visualidades
Imagem
Videogames
Creative processes
Aesthetics
Image
Visualities
LINGUISTICA, LETRAS E ARTES::ARTES::ARTES PLASTICAS::DESENHO
title_short Gamæstética: reflexões sobre games, arte, estética e processos criativos
title_full Gamæstética: reflexões sobre games, arte, estética e processos criativos
title_fullStr Gamæstética: reflexões sobre games, arte, estética e processos criativos
title_full_unstemmed Gamæstética: reflexões sobre games, arte, estética e processos criativos
title_sort Gamæstética: reflexões sobre games, arte, estética e processos criativos
author Mendonça, Bruno de Abreu
author_facet Mendonça, Bruno de Abreu
author_role author
dc.contributor.advisor1.fl_str_mv Franco, Edgar Silveira
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/8415486629956081
dc.contributor.referee1.fl_str_mv Franco, Edgar Silveira
dc.contributor.referee2.fl_str_mv Nunes, Fábio Oliveira
dc.contributor.referee3.fl_str_mv Andraus, Gazy
dc.contributor.referee4.fl_str_mv Custódio, José Antônio Loures
dc.contributor.referee5.fl_str_mv Berardo, Rosa Maria
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/4827648632612672
dc.contributor.author.fl_str_mv Mendonça, Bruno de Abreu
contributor_str_mv Franco, Edgar Silveira
Franco, Edgar Silveira
Nunes, Fábio Oliveira
Andraus, Gazy
Custódio, José Antônio Loures
Berardo, Rosa Maria
dc.subject.por.fl_str_mv Jogos eletrônicos
Processos criativos
Estética
Visualidades
Imagem
Videogames
topic Jogos eletrônicos
Processos criativos
Estética
Visualidades
Imagem
Videogames
Creative processes
Aesthetics
Image
Visualities
LINGUISTICA, LETRAS E ARTES::ARTES::ARTES PLASTICAS::DESENHO
dc.subject.eng.fl_str_mv Creative processes
Aesthetics
Image
Visualities
dc.subject.cnpq.fl_str_mv LINGUISTICA, LETRAS E ARTES::ARTES::ARTES PLASTICAS::DESENHO
description GAMÆSTHETICS: Reflections on Games, Art, Aesthetics and Creative Processes is a propo-sal for the application of a specific aesthetic theory/approach – developed here – to be adop-ted when dealing with video games and gameart objects, seeking to preset an understanding and analysis of the details that embody player’s experience. It is a research aimed mainly at understanding the visualities addressed in video games and gameart, what they refer to and how they create bonds with those who interact with them, having here considered how com-mon – and, why not, necessary – these electronic games have become within the contempo-rary social structure. The studies developed here permeate the fields of art, game design, visualities and philosophy, presenting discussions and concepts that act in a supplementary way to the very existence of electronic games. These, allied to the basis of argument that brings to light the indispensable link between the theoretical act and the process of creating the poetics of the ludic object, aim at a direct approximation with the term gamæsthetics, coined here as the study of the act of playing and how the player interprets it. In this thesis, gamæsthetics is conceptualized from theoretical-practical creation exercises, observing what is behind the game, in addition to bits and pixels. It is an action of sifting through motivations and intentions defined (consciously or not) by aesthetic options and extracting from there the understanding of expression, of feeling; it is to insert oneself in the game and to be part of it.
publishDate 2022
dc.date.accessioned.fl_str_mv 2022-12-16T11:34:11Z
dc.date.available.fl_str_mv 2022-12-16T11:34:11Z
dc.date.issued.fl_str_mv 2022-11-30
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dc.identifier.citation.fl_str_mv MENDONÇA, B. A. Gamæstética: reflexões sobre games, arte, estética e processos criativos. 2022. 258 f. Tese (Doutorado em Arte e Cultura Visual) - Universidade Federal de Goiás, Goiânia, 2022.
dc.identifier.uri.fl_str_mv http://repositorio.bc.ufg.br/tede/handle/tede/12513
identifier_str_mv MENDONÇA, B. A. Gamæstética: reflexões sobre games, arte, estética e processos criativos. 2022. 258 f. Tese (Doutorado em Arte e Cultura Visual) - Universidade Federal de Goiás, Goiânia, 2022.
url http://repositorio.bc.ufg.br/tede/handle/tede/12513
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http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
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dc.publisher.none.fl_str_mv Universidade Federal de Goiás
dc.publisher.program.fl_str_mv Programa de Pós-graduação em Arte e Cultura Visual (FAV)
dc.publisher.initials.fl_str_mv UFG
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Faculdade de Artes Visuais - FAV (RMG)
publisher.none.fl_str_mv Universidade Federal de Goiás
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