Pop electronic literature: visual novel in the third generation of e-lit

Detalhes bibliográficos
Autor(a) principal: de Souza Melo, Pedro
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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spelling 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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