Torre: gamearte por uma descensão ao real

Detalhes bibliográficos
Autor(a) principal: Pires, João Pedro Teles
Data de Publicação: 2024
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional da UFG
dARK ID: ark:/38995/001300000d605
Texto Completo: http://repositorio.bc.ufg.br/tede/handle/tede/13260
Resumo: In this paper we propose the exploration of the process of creating the game art object entitled Turret. To do this, it is first necessary to establish the language used through the research. I find in essay writing (Adorno, 2003; Larrosa, 2003) a way of giving way to poetic and creative thinking that unites the process of creation and research work, a way of understanding these works as a single effort, and questioning, from the field of Art, some precepts and values ​​of the academic production of knowledge. In sequence, we seek to update the concept of game with some of the prominent authors such as Huizinga (2000), Caillois (2017) and McGonigal (2011) in order to find the meanings of game as a significant cultural artifact for the human experience. In this discussion, we pay attention to the notion that games and players are violent or disseminators of uncritical violence, questioning it from the perspective of Visual Culture and the hypervisualization of images (Martins, 2006;2010). From this perspective, we think about the occurrence of violence in and around games and digital communities, and how this manifests and acts in both directions between the digital world and the real world (De Abreu, 2014a; 2014b). Through language, memes are established as ideological disseminators (Chagas, 2018) that help in the emergence of digital communities of the most diverse natures. We then turn to the act of playing, and how this becomes indicative of different human-machine interactions that focus on the cognitive and interpretative capabilities of games beyond uncritical entertainment (Majkowski, 2017), affirming that there are several paths between the minds of the creator and the player (Leino, 2012) and that these relationships can be anticipated, established or ignored between them, which makes games a powerful storytelling tool (Murray, 2003). Finally, the creative process is scrutinized  (Salles, 2004) and thought on how it appropriates concepts from self-writing (Smith and Watson, 2002; Faedrich, 2015) and game art (Venturelli, 2006, 2019), to contemplate the path between the artist’s notebooks (Cirillo, 2011) to the digital medium, and how this gesture of creating art communicates with emotions (Sartre, 2006), more specifically with pain, ecstasy and the transcendence of human experience (Bataille, 1988), referring to the literature that addresses self-injurious behaviors (Araújo, 2019) and how these behaviors refer to social networks and digital environments (Silva, Souza and Faria, 2019).
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spelling Oliveira, Flávio Gomes dehttp://lattes.cnpq.br/6251395246014220Oliveira, Flávio Gomes deRocha, Cláudio AleixoRibeiro, Raquel de Paulahttp://lattes.cnpq.br/3343402213387337Pires, João Pedro Teles2024-02-16T12:50:49Z2024-02-16T12:50:49Z2024-02-06http://repositorio.bc.ufg.br/tede/handle/tede/13260ark:/38995/001300000d605In this paper we propose the exploration of the process of creating the game art object entitled Turret. To do this, it is first necessary to establish the language used through the research. I find in essay writing (Adorno, 2003; Larrosa, 2003) a way of giving way to poetic and creative thinking that unites the process of creation and research work, a way of understanding these works as a single effort, and questioning, from the field of Art, some precepts and values ​​of the academic production of knowledge. In sequence, we seek to update the concept of game with some of the prominent authors such as Huizinga (2000), Caillois (2017) and McGonigal (2011) in order to find the meanings of game as a significant cultural artifact for the human experience. In this discussion, we pay attention to the notion that games and players are violent or disseminators of uncritical violence, questioning it from the perspective of Visual Culture and the hypervisualization of images (Martins, 2006;2010). From this perspective, we think about the occurrence of violence in and around games and digital communities, and how this manifests and acts in both directions between the digital world and the real world (De Abreu, 2014a; 2014b). Through language, memes are established as ideological disseminators (Chagas, 2018) that help in the emergence of digital communities of the most diverse natures. We then turn to the act of playing, and how this becomes indicative of different human-machine interactions that focus on the cognitive and interpretative capabilities of games beyond uncritical entertainment (Majkowski, 2017), affirming that there are several paths between the minds of the creator and the player (Leino, 2012) and that these relationships can be anticipated, established or ignored between them, which makes games a powerful storytelling tool (Murray, 2003). Finally, the creative process is scrutinized  (Salles, 2004) and thought on how it appropriates concepts from self-writing (Smith and Watson, 2002; Faedrich, 2015) and game art (Venturelli, 2006, 2019), to contemplate the path between the artist’s notebooks (Cirillo, 2011) to the digital medium, and how this gesture of creating art communicates with emotions (Sartre, 2006), more specifically with pain, ecstasy and the transcendence of human experience (Bataille, 1988), referring to the literature that addresses self-injurious behaviors (Araújo, 2019) and how these behaviors refer to social networks and digital environments (Silva, Souza and Faria, 2019).Nesta dissertação, propõe-se a exploração do processo de criação do objeto de gamearte intitulado Torre. Para tal, é preciso estabelecer primeiro a linguagem utilizada através da pesquisa. Encontro numa escrita ensaística (Adorno,2003; Larrosa, 2003) uma forma de dar lugar ao pensamento poético e criativo que une o processo de criação e o trabalho de pesquisa, uma forma de compreender estes trabalhos como um esforço único, e questionar, desde o campo da Arte, alguns preceitos e valores da produção de conhecimento acadêmica. Em sequência, busca-se atualizar o conceito de jogo com alguns dos autores de destaque como Huizinga (2000), Caillois (2017) e McGonigal (2011) a fim de encontrar os sentidos do jogo enquanto artefato cultural significativo para a experiência humana. Nesta discussão, atenta-se para a noção de que os jogos e os jogadores são violentos ou disseminadores de uma violência acrítica, questionando-a desde a perspectiva da Cultura Visual e a hipervisualização de imagens (Martins, 2006;2010). A partir desta perspectiva, pensa-se sobre a ocorrência da violência dentro e ao redor dos jogos e as comunidades digitais, e como isso se manifesta e atua em ambos sentidos entre o mundo digital e o mundo real (De Abreu, 2014a; 2014b). Através da linguagem, estabelece-se os memes como disseminadores ideológicos (Chagas, 2018) que auxiliam no surgimento de comunidades digitais das mais distintas naturezas. Em seguida, torna-se para o ato de jogar, e de que forma este se torna indicativo de diferentes interações humano-máquina que enfocam as capacidades cognitivas e interpretativas dos jogos para além de entretenimento acrítico (Majkowski, 2017), afirmando que existem diversos caminhos entre as mentes do criador e do jogador (Leino, 2012) e que estas relações podem ser antecipadas, estabelecidas ou ignoradas entre eles, o que torna os jogos uma potente ferramenta de contação de histórias (Murray, 2003). Por fim, é esmiuçado o processo criativo (Salles, 2004) e pensado de que modo ele se apropria de conceitos dos escritos de si (Smith e Watson, 2002; Faedrich, 2015) e da gamearte (Venturelli, 2006, 2019) para contemplar o caminho desde os cadernos de artista (Cirillo, 2011) até o meio digital, e como este gesto de criação de arte se comunica com as emoções (Sartre, 2006), mais especificamente com a dor, o êxtase e a transcendência da experiência humana (Bataille, 1988), referindo-me à literatura que aborda comportamentos autolesivos (Araújo, 2019) e como estes comportamentos fazem referência às redes sociais e os ambientes digitais (Silva, Souza e Faria, 2019).Submitted by Leandro Machado (leandromachado@ufg.br) on 2024-02-15T16:02:51Z workflow start=Step: editstep - action:claimaction No. of bitstreams: 2 license_rdf: 805 bytes, checksum: 4460e5956bc1d1639be9ae6146a50347 (MD5) Dissertação - João Pedro Teles Pires - 2024.pdf: 47820109 bytes, checksum: 7441788f8a71177f89a01cd69116631f (MD5)Step: editstep - action:editaction Approved for entry into archive by Luciana Ferreira(lucgeral@gmail.com) on 2024-02-16T12:50:49Z (GMT)Made available in DSpace on 2024-02-16T12:50:49Z (GMT). No. of bitstreams: 2 license_rdf: 805 bytes, checksum: 4460e5956bc1d1639be9ae6146a50347 (MD5) Dissertação - João Pedro Teles Pires - 2024.pdf: 47820109 bytes, checksum: 7441788f8a71177f89a01cd69116631f (MD5) Previous issue date: 2024-02-06Fundação de Amparo à Pesquisa do Estado de GoiásporUniversidade Federal de GoiásPrograma de Pós-graduação em Arte e Cultura Visual (FAV)UFGBrasilFaculdade de Artes Visuais - FAV (RMG)TELES, João. Torre: gamearte por uma descensão ao real. 2024. 157 f. 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dc.title.none.fl_str_mv Torre: gamearte por uma descensão ao real
dc.title.alternative.eng.fl_str_mv Turret: gameart for a descent into reality
title Torre: gamearte por uma descensão ao real
spellingShingle Torre: gamearte por uma descensão ao real
Pires, João Pedro Teles
Gamearte
Cultura visual
Jogos digitais
Processos de criação
Violência
Game art
Visual culture
Digital games
Creation processes
Violence
LINGUISTICA, LETRAS E ARTES::ARTES::ARTES DO VIDEO
title_short Torre: gamearte por uma descensão ao real
title_full Torre: gamearte por uma descensão ao real
title_fullStr Torre: gamearte por uma descensão ao real
title_full_unstemmed Torre: gamearte por uma descensão ao real
title_sort Torre: gamearte por uma descensão ao real
author Pires, João Pedro Teles
author_facet Pires, João Pedro Teles
author_role author
dc.contributor.advisor1.fl_str_mv Oliveira, Flávio Gomes de
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/6251395246014220
dc.contributor.referee1.fl_str_mv Oliveira, Flávio Gomes de
dc.contributor.referee2.fl_str_mv Rocha, Cláudio Aleixo
dc.contributor.referee3.fl_str_mv Ribeiro, Raquel de Paula
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/3343402213387337
dc.contributor.author.fl_str_mv Pires, João Pedro Teles
contributor_str_mv Oliveira, Flávio Gomes de
Oliveira, Flávio Gomes de
Rocha, Cláudio Aleixo
Ribeiro, Raquel de Paula
dc.subject.por.fl_str_mv Gamearte
Cultura visual
Jogos digitais
Processos de criação
Violência
topic Gamearte
Cultura visual
Jogos digitais
Processos de criação
Violência
Game art
Visual culture
Digital games
Creation processes
Violence
LINGUISTICA, LETRAS E ARTES::ARTES::ARTES DO VIDEO
dc.subject.eng.fl_str_mv Game art
Visual culture
Digital games
Creation processes
Violence
dc.subject.cnpq.fl_str_mv LINGUISTICA, LETRAS E ARTES::ARTES::ARTES DO VIDEO
description In this paper we propose the exploration of the process of creating the game art object entitled Turret. To do this, it is first necessary to establish the language used through the research. I find in essay writing (Adorno, 2003; Larrosa, 2003) a way of giving way to poetic and creative thinking that unites the process of creation and research work, a way of understanding these works as a single effort, and questioning, from the field of Art, some precepts and values ​​of the academic production of knowledge. In sequence, we seek to update the concept of game with some of the prominent authors such as Huizinga (2000), Caillois (2017) and McGonigal (2011) in order to find the meanings of game as a significant cultural artifact for the human experience. In this discussion, we pay attention to the notion that games and players are violent or disseminators of uncritical violence, questioning it from the perspective of Visual Culture and the hypervisualization of images (Martins, 2006;2010). From this perspective, we think about the occurrence of violence in and around games and digital communities, and how this manifests and acts in both directions between the digital world and the real world (De Abreu, 2014a; 2014b). Through language, memes are established as ideological disseminators (Chagas, 2018) that help in the emergence of digital communities of the most diverse natures. We then turn to the act of playing, and how this becomes indicative of different human-machine interactions that focus on the cognitive and interpretative capabilities of games beyond uncritical entertainment (Majkowski, 2017), affirming that there are several paths between the minds of the creator and the player (Leino, 2012) and that these relationships can be anticipated, established or ignored between them, which makes games a powerful storytelling tool (Murray, 2003). Finally, the creative process is scrutinized  (Salles, 2004) and thought on how it appropriates concepts from self-writing (Smith and Watson, 2002; Faedrich, 2015) and game art (Venturelli, 2006, 2019), to contemplate the path between the artist’s notebooks (Cirillo, 2011) to the digital medium, and how this gesture of creating art communicates with emotions (Sartre, 2006), more specifically with pain, ecstasy and the transcendence of human experience (Bataille, 1988), referring to the literature that addresses self-injurious behaviors (Araújo, 2019) and how these behaviors refer to social networks and digital environments (Silva, Souza and Faria, 2019).
publishDate 2024
dc.date.accessioned.fl_str_mv 2024-02-16T12:50:49Z
dc.date.available.fl_str_mv 2024-02-16T12:50:49Z
dc.date.issued.fl_str_mv 2024-02-06
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dc.relation.references.none.fl_str_mv TELES, João. Torre: gamearte por uma descensão ao real. 2024. 157 f. Dissertação (Mestrado em Arte e Cultura Visual) - Faculdade de Artes Visuais, Universidade Federal de Goiás, Goiânia, 2024.
dc.rights.driver.fl_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
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rights_invalid_str_mv Attribution-NonCommercial-NoDerivatives 4.0 International
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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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