Venturing in pairs: a case study of two gamebooks from Brazil and Hungary

Detalhes bibliográficos
Autor(a) principal: Silva, Pedro Panhoca da
Data de Publicação: 2021
Tipo de documento: Artigo
Idioma: por
Título da fonte: Texto digital
Texto Completo: https://periodicos.ufsc.br/index.php/textodigital/article/view/78383
Resumo: This work aims is to divulge the gamebook culture that exists in Brazil and Hungary, as well as to seek positive results from this cultural scam. This hybrid genre is the result of the union between interactive fiction narrative and a system of RPG-style rules, and it is rarely the target of in-depth research from academic studies, even though it reached a climax in the 1980s and still generates creative publications for its readers. Authors such as Todorov (1975) have been used as methodologies to classify the wonderful and the fantastic in the works approached; Silva (2019) with respect to the gamebook; Espagne and Magri (2017) referring to cultural transference, as well as several texts from the specific media focused on RPG and the mainstream media. As objects of comparative analysis were chosen the gamebooks Renascido (1996) and Cigánylabirintus (2004) because they stand out over the other gamebooks of their time. Although they are exceptions to the gamebook standard in their publishing context, such works may be models of interactive books because they unite social issues with playful elements, offering readers-players the opportunity to become aware through immersive interactive reading. With this, the cultural exchange between Brazil and Hungary through their experiences with authentic gamebooks could greatly add to their readership, and encourage the publishing markets of both countries to invest in the search for new authors and new publications of this kind, which would foster their respective consumer audiences with increasingly original and engaged narratives.
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spelling Venturing in pairs: a case study of two gamebooks from Brazil and HungaryAventurando-se em dupla: um estudo de caso de dois livros-jogos de Brasil e HungriaThis work aims is to divulge the gamebook culture that exists in Brazil and Hungary, as well as to seek positive results from this cultural scam. This hybrid genre is the result of the union between interactive fiction narrative and a system of RPG-style rules, and it is rarely the target of in-depth research from academic studies, even though it reached a climax in the 1980s and still generates creative publications for its readers. Authors such as Todorov (1975) have been used as methodologies to classify the wonderful and the fantastic in the works approached; Silva (2019) with respect to the gamebook; Espagne and Magri (2017) referring to cultural transference, as well as several texts from the specific media focused on RPG and the mainstream media. As objects of comparative analysis were chosen the gamebooks Renascido (1996) and Cigánylabirintus (2004) because they stand out over the other gamebooks of their time. Although they are exceptions to the gamebook standard in their publishing context, such works may be models of interactive books because they unite social issues with playful elements, offering readers-players the opportunity to become aware through immersive interactive reading. With this, the cultural exchange between Brazil and Hungary through their experiences with authentic gamebooks could greatly add to their readership, and encourage the publishing markets of both countries to invest in the search for new authors and new publications of this kind, which would foster their respective consumer audiences with increasingly original and engaged narratives.Este trabalho tem como objetivo geral divulgar a cultura do livro-jogo existente no Brasil e na Hungria, bem como almejar resultados positivos desse escambo cultural. Este gênero híbrido fruto da união entre a narrativa de ficção interativa com um sistema de regras do estilo RPG raramente é alvo de pesquisas profundas dos estudos acadêmicos, mesmo tendo conhecido um clímax na década de 1980 e ainda gerar criativas publicações para seu público-leitor. Foram utilizados como metodologias autores como Todorov (1975) para classificar o maravilhoso e o fantástico nas obras abordadas, Silva (2019) no que diz respeito ao livro-jogo, Espagne e Magri (2017) referentes à transferência cultural, bem como diversos textos da mídia específica voltada ao RPG e da grande mídia. Como objetos de análise comparativa foram escolhidos os livros-jogos Renascido (1996) e Cigánylabirintus (2004) por se destacarem sobre os demais livros-jogos de sua época. Embora sejam exceções ao padrão de livro-jogo em seu contexto de publicação, tais obras poderão ser modelos de livros interativos por unirem questões sociais a elementos lúdicos, oferecendo a leitores-jogadores a oportunidade de se sensibilizarem através de uma leitura interativa imersiva. Com isso, o escambo cultural entre Brasil e Hungria através de suas experiências com livros-jogos autênticos poderia muito acrescentar a seus públicos leitores, além de incentivar os mercados editoriais de ambos países a investir na busca por novos autores e novas publicações desse tipo, que fomentariam seus respectivos públicos consumidores com narrativas cada vez mais originais e engajadas.Center for Research in Computing, Literature, and Linguistics (NuPILL)2021-08-04info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.ufsc.br/index.php/textodigital/article/view/7838310.5007/1807-9288.2021.e78383Texto Digital; Vol. 17 No. 1 (2021): Multimodalidade em textos digitais - Parte I; 204-223Texto Digital; Vol. 17 No 1 (2021): Multimodalidade em textos digitais - Parte I; 204-223Texto Digital; v. 17 n. 1 (2021): Multimodalidade em textos digitais - Parte I; 204-2231807-9288reponame:Texto digitalinstname:Universidade Federal de Santa Catarina (UFSC)instacron:UFSCporhttps://periodicos.ufsc.br/index.php/textodigital/article/view/78383/47015Copyright (c) 2021 Pedro Panhoca da Silvahttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessSilva, Pedro Panhoca da2021-08-04T13:44:14Zoai:periodicos.ufsc.br:article/78383Revistahttp://www.periodicos.ufsc.br/index.php/textodigitalPUBhttps://periodicos.ufsc.br/index.php/textodigital/oaitextodigital@cce.ufsc.br1807-92881807-9288opendoar:2021-08-04T13:44:14Texto digital - Universidade Federal de Santa Catarina (UFSC)false
dc.title.none.fl_str_mv Venturing in pairs: a case study of two gamebooks from Brazil and Hungary
Aventurando-se em dupla: um estudo de caso de dois livros-jogos de Brasil e Hungria
title Venturing in pairs: a case study of two gamebooks from Brazil and Hungary
spellingShingle Venturing in pairs: a case study of two gamebooks from Brazil and Hungary
Silva, Pedro Panhoca da
title_short Venturing in pairs: a case study of two gamebooks from Brazil and Hungary
title_full Venturing in pairs: a case study of two gamebooks from Brazil and Hungary
title_fullStr Venturing in pairs: a case study of two gamebooks from Brazil and Hungary
title_full_unstemmed Venturing in pairs: a case study of two gamebooks from Brazil and Hungary
title_sort Venturing in pairs: a case study of two gamebooks from Brazil and Hungary
author Silva, Pedro Panhoca da
author_facet Silva, Pedro Panhoca da
author_role author
dc.contributor.author.fl_str_mv Silva, Pedro Panhoca da
description This work aims is to divulge the gamebook culture that exists in Brazil and Hungary, as well as to seek positive results from this cultural scam. This hybrid genre is the result of the union between interactive fiction narrative and a system of RPG-style rules, and it is rarely the target of in-depth research from academic studies, even though it reached a climax in the 1980s and still generates creative publications for its readers. Authors such as Todorov (1975) have been used as methodologies to classify the wonderful and the fantastic in the works approached; Silva (2019) with respect to the gamebook; Espagne and Magri (2017) referring to cultural transference, as well as several texts from the specific media focused on RPG and the mainstream media. As objects of comparative analysis were chosen the gamebooks Renascido (1996) and Cigánylabirintus (2004) because they stand out over the other gamebooks of their time. Although they are exceptions to the gamebook standard in their publishing context, such works may be models of interactive books because they unite social issues with playful elements, offering readers-players the opportunity to become aware through immersive interactive reading. With this, the cultural exchange between Brazil and Hungary through their experiences with authentic gamebooks could greatly add to their readership, and encourage the publishing markets of both countries to invest in the search for new authors and new publications of this kind, which would foster their respective consumer audiences with increasingly original and engaged narratives.
publishDate 2021
dc.date.none.fl_str_mv 2021-08-04
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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format article
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dc.identifier.uri.fl_str_mv https://periodicos.ufsc.br/index.php/textodigital/article/view/78383
10.5007/1807-9288.2021.e78383
url https://periodicos.ufsc.br/index.php/textodigital/article/view/78383
identifier_str_mv 10.5007/1807-9288.2021.e78383
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://periodicos.ufsc.br/index.php/textodigital/article/view/78383/47015
dc.rights.driver.fl_str_mv Copyright (c) 2021 Pedro Panhoca da Silva
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2021 Pedro Panhoca da Silva
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. 17 No. 1 (2021): Multimodalidade em textos digitais - Parte I; 204-223
Texto Digital; Vol. 17 No 1 (2021): Multimodalidade em textos digitais - Parte I; 204-223
Texto Digital; v. 17 n. 1 (2021): Multimodalidade em textos digitais - Parte I; 204-223
1807-9288
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instname:Universidade Federal de Santa Catarina (UFSC)
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instname_str Universidade Federal de Santa Catarina (UFSC)
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reponame_str Texto digital
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repository.name.fl_str_mv Texto digital - Universidade Federal de Santa Catarina (UFSC)
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