Pop electronic literature: visual novel in the third generation of e-lit
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Texto digital |
Texto Completo: | https://periodicos.ufsc.br/index.php/textodigital/article/view/96972 |
Resumo: | This paper presents excerpts from a dissertation that has already been argued and published in an academic repository in the field of Literature, with a focus on Literary Studies. Through it, we associate the video game format visual novel with electronic literature as a notable component of the third generation of this literary category. To do this, we first outline a panoramic perspective of the concept of electronic literature and its main chronological organizations based on the studies of N. Katherine Hayles (2009), culminating in the proposition of a third generation, further removed from the experimentalism of previous generations and closer to the communicational and expressive habits of the 21st century, by Leonardo Flores (2021). Next, we characterize the visual novel based on contributions by Ana Matilde Sousa (2014) and Jérémie Pelletier-Gagnon and Martin Picard (2015), as well as interviews with famous authors by Patrick W. Galbraith (2014) and John Szczepaniak (2014), highlighting its relationship with its development context and dialogues with digital literature practices. Originating in Japan in the 1990s, the visual novel has provided narrative reading experiences on digital devices such as video games and computers, often deeply intertwined with Japanese pop culture. We therefore conclude that although the visual novel does not have the experimental ambitions of the e-lit canon, it does have particularities that make it an accessible form of reading and writing in digital media, as well as a growing popularity and potential to create works that go beyond entertainment. |
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Pop electronic literature: visual novel in the third generation of e-litLiteratura eletrônica Pop: o “visual novel” na terceira geração de “e-lit”Japanese pop cultureGame studiesVideo gamesElectronic literatureVisual novelCultura pop japonesaGame studiesJogos digitaisLiteratura eletrônicaVisual novelThis paper presents excerpts from a dissertation that has already been argued and published in an academic repository in the field of Literature, with a focus on Literary Studies. Through it, we associate the video game format visual novel with electronic literature as a notable component of the third generation of this literary category. To do this, we first outline a panoramic perspective of the concept of electronic literature and its main chronological organizations based on the studies of N. Katherine Hayles (2009), culminating in the proposition of a third generation, further removed from the experimentalism of previous generations and closer to the communicational and expressive habits of the 21st century, by Leonardo Flores (2021). Next, we characterize the visual novel based on contributions by Ana Matilde Sousa (2014) and Jérémie Pelletier-Gagnon and Martin Picard (2015), as well as interviews with famous authors by Patrick W. Galbraith (2014) and John Szczepaniak (2014), highlighting its relationship with its development context and dialogues with digital literature practices. Originating in Japan in the 1990s, the visual novel has provided narrative reading experiences on digital devices such as video games and computers, often deeply intertwined with Japanese pop culture. We therefore conclude that although the visual novel does not have the experimental ambitions of the e-lit canon, it does have particularities that make it an accessible form of reading and writing in digital media, as well as a growing popularity and potential to create works that go beyond entertainment.O presente trabalho expõe recortes de uma dissertação já defendida e publicada em repositório acadêmico na área de Letras, com concentração no campo dos Estudos Literários. Por meio dele, associamos o formato de jogo digital visual novel, ou romance visual, à literatura eletrônica como um notável integrante da terceira geração dessa categoria literária. Para isso, primeiramente traçamos uma perspectiva panorâmica do próprio conceito de literatura eletrônica e suas principais organizações cronológicas com base nos estudos de N. Katherine Hayles (2009), culminando na proposição de uma terceira geração, mais afastada dos experimentalismos das gerações anteriores e próxima dos hábitos comunicacionais e expressivos do século XXI, por Leonardo Flores (2021). Em seguida, caracterizamos o visual novel a partir de contribuições de Ana Matilde Sousa (2014) e Jérémie Pelletier-Gagnon e Martin Picard (2015), além de entrevistas com autores célebres realizadas por Patrick W. Galbraith (2014) e John Szczepaniak (2014), evidenciando suas relações com seu contexto de desenvolvimento e diálogos com práticas da literatura digital. Originado no Japão, na década de 1990, o visual novel tem proporcionado experiências de leituras narrativas em dispositivos digitais como videogames e computadores, muitas vezes em profundo entrelaçamento com a cultura pop japonesa. Concluímos, desse modo, que apesar do romance visual não ter as ambições experimentais do cânone da e-lit, ele possui particularidades que fazem dele uma forma acessível de leitura e escrita em meios digitais, além de uma crescente popularidade e potencial para a criação de obras que vão além do entretenimento.Center for Research in Computing, Literature, and Linguistics (NuPILL)2023-12-20info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.ufsc.br/index.php/textodigital/article/view/9697210.5007/1807-9288.2023.e96972Texto Digital; Vol. 19 No. 2 (2023); 31-74Texto Digital; Vol. 19 No 2 (2023); 31-74Texto Digital; v. 19 n. 2 (2023); 31-741807-9288reponame:Texto digitalinstname:Universidade Federal de Santa Catarina (UFSC)instacron:UFSCporhttps://periodicos.ufsc.br/index.php/textodigital/article/view/96972/55049Copyright (c) 2023 Pedro de Souza Melohttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessde Souza Melo, Pedro2023-12-20T15:35:49Zoai:periodicos.ufsc.br:article/96972Revistahttp://www.periodicos.ufsc.br/index.php/textodigitalPUBhttps://periodicos.ufsc.br/index.php/textodigital/oaitextodigital@cce.ufsc.br1807-92881807-9288opendoar:2023-12-20T15:35:49Texto digital - Universidade Federal de Santa Catarina (UFSC)false |
dc.title.none.fl_str_mv |
Pop electronic literature: visual novel in the third generation of e-lit Literatura eletrônica Pop: o “visual novel” na terceira geração de “e-lit” |
title |
Pop electronic literature: visual novel in the third generation of e-lit |
spellingShingle |
Pop electronic literature: visual novel in the third generation of e-lit de Souza Melo, Pedro Japanese pop culture Game studies Video games Electronic literature Visual novel Cultura pop japonesa Game studies Jogos digitais Literatura eletrônica Visual novel |
title_short |
Pop electronic literature: visual novel in the third generation of e-lit |
title_full |
Pop electronic literature: visual novel in the third generation of e-lit |
title_fullStr |
Pop electronic literature: visual novel in the third generation of e-lit |
title_full_unstemmed |
Pop electronic literature: visual novel in the third generation of e-lit |
title_sort |
Pop electronic literature: visual novel in the third generation of e-lit |
author |
de Souza Melo, Pedro |
author_facet |
de Souza Melo, Pedro |
author_role |
author |
dc.contributor.author.fl_str_mv |
de Souza Melo, Pedro |
dc.subject.por.fl_str_mv |
Japanese pop culture Game studies Video games Electronic literature Visual novel Cultura pop japonesa Game studies Jogos digitais Literatura eletrônica Visual novel |
topic |
Japanese pop culture Game studies Video games Electronic literature Visual novel Cultura pop japonesa Game studies Jogos digitais Literatura eletrônica Visual novel |
description |
This paper presents excerpts from a dissertation that has already been argued and published in an academic repository in the field of Literature, with a focus on Literary Studies. Through it, we associate the video game format visual novel with electronic literature as a notable component of the third generation of this literary category. To do this, we first outline a panoramic perspective of the concept of electronic literature and its main chronological organizations based on the studies of N. Katherine Hayles (2009), culminating in the proposition of a third generation, further removed from the experimentalism of previous generations and closer to the communicational and expressive habits of the 21st century, by Leonardo Flores (2021). Next, we characterize the visual novel based on contributions by Ana Matilde Sousa (2014) and Jérémie Pelletier-Gagnon and Martin Picard (2015), as well as interviews with famous authors by Patrick W. Galbraith (2014) and John Szczepaniak (2014), highlighting its relationship with its development context and dialogues with digital literature practices. Originating in Japan in the 1990s, the visual novel has provided narrative reading experiences on digital devices such as video games and computers, often deeply intertwined with Japanese pop culture. We therefore conclude that although the visual novel does not have the experimental ambitions of the e-lit canon, it does have particularities that make it an accessible form of reading and writing in digital media, as well as a growing popularity and potential to create works that go beyond entertainment. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023-12-20 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://periodicos.ufsc.br/index.php/textodigital/article/view/96972 10.5007/1807-9288.2023.e96972 |
url |
https://periodicos.ufsc.br/index.php/textodigital/article/view/96972 |
identifier_str_mv |
10.5007/1807-9288.2023.e96972 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://periodicos.ufsc.br/index.php/textodigital/article/view/96972/55049 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2023 Pedro de Souza Melo http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2023 Pedro de Souza Melo http://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Center for Research in Computing, Literature, and Linguistics (NuPILL) |
publisher.none.fl_str_mv |
Center for Research in Computing, Literature, and Linguistics (NuPILL) |
dc.source.none.fl_str_mv |
Texto Digital; Vol. 19 No. 2 (2023); 31-74 Texto Digital; Vol. 19 No 2 (2023); 31-74 Texto Digital; v. 19 n. 2 (2023); 31-74 1807-9288 reponame:Texto digital instname:Universidade Federal de Santa Catarina (UFSC) instacron:UFSC |
instname_str |
Universidade Federal de Santa Catarina (UFSC) |
instacron_str |
UFSC |
institution |
UFSC |
reponame_str |
Texto digital |
collection |
Texto digital |
repository.name.fl_str_mv |
Texto digital - Universidade Federal de Santa Catarina (UFSC) |
repository.mail.fl_str_mv |
textodigital@cce.ufsc.br |
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1797174792993898496 |