Gamæstética: reflexões sobre games, arte, estética e processos criativos
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Tipo de documento: | Tese |
Idioma: | por |
Título da fonte: | Repositório Institucional da UFG |
dARK ID: | ark:/38995/0013000007dtt |
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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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/12513ark:/38995/0013000007dttGAMÆSTHETICS: 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 |
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 |
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 |
dc.identifier.dark.fl_str_mv |
ark:/38995/0013000007dtt |
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. ark:/38995/0013000007dtt |
url |
http://repositorio.bc.ufg.br/tede/handle/tede/12513 |
dc.language.iso.fl_str_mv |
por |
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por |
dc.relation.program.fl_str_mv |
8 |
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500 500 500 500 |
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8 |
dc.relation.cnpq.fl_str_mv |
66 |
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1 |
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Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ info:eu-repo/semantics/openAccess |
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Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ |
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openAccess |
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) |
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UFG |
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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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