Aproximações e estudos da ficção narrativa nos games

Detalhes bibliográficos
Autor(a) principal: Cardoso, Franciely Gonçalves
Data de Publicação: 2014
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações do UNIOESTE
Texto Completo: http://tede.unioeste.br:8080/tede/handle/tede/2361
Resumo: The theme of the dissertation unfolds in the study of fictional narratives in games and how they are created, as well as the impact on the imagination. The playfulness is understood as a human, historical and cultural event. The "play is part of human history and cultural construction and narratives are used by humans to express themselves and to understand the world. This research considers the studies of Aesthetics of Reception, the dynamic relationship among author, work and reader. Traditionally narratives are told through various art forms such as romance, music, theater, film, poetry, among others. However, a more recent medium provides new experiences for those who have contact with the stories of these narratives: the electronic games. We know what to expect from more traditional narratives, however, how does the experience of the interactor, concept by Janet Murray (2003), with an electronic game occur? This then highlights the general objective of this research. The view of the act of playing is compared to the act of reading, and considering this choice of metaphor the game would be a book. A discussion of the work is based on the comparative studies and considers aspects of ludology and narratology. The research focuses on the comparative method to establish relations among artistic procedures. Literature, film and games are evidenced by indirect documentation involving bibliographic studies. Art and technology are themes of reflection and analysis. Scholars like Couchot (2003) argue that the game consists of a technological cultural phenomenon that has gained more space in society. Researches show that many people of different ages, but especially young people, spend more time playing computer games or consoles than watching television. In addition to Murray and Couchot , this research also supports the theoretical assumptions of authors such as Umberto Eco (1994, 2005), who deals with the production, reception and communication, Candido (2007), about the fictional character, Bakhtin (2003), who studied questions about aesthetics of artistic creation, and also Huizinga (2012) who analyzed the game as an element of culture, among others. Another goal of this research is the study of the mask used by the interactor, a representation of the virtual self that sees oneself as the hero character or avatar. As a result of this search the game is presented as a new way of storytelling where the main character is the interactor
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spelling Silva, Acir Dias daCPF:76421902987http://lattes.cnpq.br/6902191554348937CPF:00578694999http://lattes.cnpq.br/5783688090694562Cardoso, Franciely Gonçalves2017-07-10T18:55:37Z2014-09-192014-03-14CARDOSO, Franciely Gonçalves. Approaches and studies of narrative fiction in games. 2014. 117 f. Dissertação (Mestrado em Linguagem e Sociedade) - Universidade Estadual do Oeste do Parana, Cascavel, 2014.http://tede.unioeste.br:8080/tede/handle/tede/2361The theme of the dissertation unfolds in the study of fictional narratives in games and how they are created, as well as the impact on the imagination. The playfulness is understood as a human, historical and cultural event. The "play is part of human history and cultural construction and narratives are used by humans to express themselves and to understand the world. This research considers the studies of Aesthetics of Reception, the dynamic relationship among author, work and reader. Traditionally narratives are told through various art forms such as romance, music, theater, film, poetry, among others. However, a more recent medium provides new experiences for those who have contact with the stories of these narratives: the electronic games. We know what to expect from more traditional narratives, however, how does the experience of the interactor, concept by Janet Murray (2003), with an electronic game occur? This then highlights the general objective of this research. The view of the act of playing is compared to the act of reading, and considering this choice of metaphor the game would be a book. A discussion of the work is based on the comparative studies and considers aspects of ludology and narratology. The research focuses on the comparative method to establish relations among artistic procedures. Literature, film and games are evidenced by indirect documentation involving bibliographic studies. Art and technology are themes of reflection and analysis. Scholars like Couchot (2003) argue that the game consists of a technological cultural phenomenon that has gained more space in society. Researches show that many people of different ages, but especially young people, spend more time playing computer games or consoles than watching television. In addition to Murray and Couchot , this research also supports the theoretical assumptions of authors such as Umberto Eco (1994, 2005), who deals with the production, reception and communication, Candido (2007), about the fictional character, Bakhtin (2003), who studied questions about aesthetics of artistic creation, and also Huizinga (2012) who analyzed the game as an element of culture, among others. Another goal of this research is the study of the mask used by the interactor, a representation of the virtual self that sees oneself as the hero character or avatar. As a result of this search the game is presented as a new way of storytelling where the main character is the interactorA temática da dissertação desdobra-se no estudo das narrativas ficcionais nos games e a forma como elas são criadas, bem como o impacto no imaginário. O lúdico é entendido como uma manifestação humana, histórica e cultural. O brincar ou jogar faz parte da história e da construção cultural humana e as narrativas são utilizadas pelo homem para expressar e entender o mundo. Nesta pesquisa se considera os estudos da Estética da Recepção, a relação dinâmica entre autor, obra e leitor. Tradicionalmente, narrativas são contadas por meio de diversas formas artísticas como o romance, a música, o teatro, o cinema, a poesia, entre outros. No entanto, um meio mais recente proporciona novas experiências para os que têm contato com as histórias dessas narrativas: os games eletrônicos. Sabemos o que esperar de narrativas mais tradicionais, entretanto, como ocorre a experiência do interator, conceito de Janet Murray (2003), com um game eletrônico? Esse então se destaca como objetivo geral desta pesquisa. A indicação do olhar para o ato de jogar é comparada ao de ler, e diante da escolha dessa metáfora o game seria um livro. A discussão do trabalho está ancorada nos moldes dos estudos comparados e considera aspectos da ludologia e narratologia. A pesquisa enfoca o método comparativo, para estabelecer relações entre os procedimentos artísticos. Literatura, cinema e games são evidenciados por meio da documentação indireta, envolvendo estudos bibliográficos. Arte e tecnologia são temas de reflexão e análise. Estudiosos como Couchot (2003) entendem que o game consiste em um fenômeno cultural tecnológico que tem ganhado cada vez mais espaço na sociedade. Pesquisas mostram que muitas pessoas, de diversas faixas etárias, mas principalmente jovens, passam mais tempo jogando no computador ou consoles que assistindo televisão. Além de Murray e Couchot, essa pesquisa também se apoia nos pressupostos teóricos de autores como Umberto Eco (1994, 2005), que trata sobre a produção, recepção e comunicação, Cândido (2007), sobre a personagem ficcional, Bakhtin (2003), que estudou questões de estética de criação artística, e ainda Huizinga (2012), que analisou o jogo como elemento de cultura, entre outros. Outro objetivo dessa pesquisa consiste em o uso da máscara pelo interator, uma representação do virtual de si que se visualiza no herói ou personagem avatar. Como resultado da pesquisa o game é apresentado como um novo meio de se contar histórias onde a personagem protagonista é o interatorMade available in DSpace on 2017-07-10T18:55:37Z (GMT). No. of bitstreams: 1 Franciely Cardoso.pdf: 4284058 bytes, checksum: 033c85d0420b8db49524cc5dacfe0dbb (MD5) Previous issue date: 2014-03-14application/pdfporUniversidade Estadual do Oeste do ParanaPrograma de Pós-Graduação "Stricto Sensu" em LetrasUNIOESTEBRLinguagem e Sociedadegamesnarrativastecnologiaartegames, narratives, technology, artCNPQ::LINGUISTICA, LETRAS E ARTES::LETRASAproximações e estudos da ficção narrativa nos gamesApproaches and studies of narrative fiction in gamesinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações do UNIOESTEinstname:Universidade Estadual do Oeste do Paraná (UNIOESTE)instacron:UNIOESTEORIGINALFranciely Cardoso.pdfapplication/pdf4284058http://tede.unioeste.br:8080/tede/bitstream/tede/2361/1/Franciely+Cardoso.pdf033c85d0420b8db49524cc5dacfe0dbbMD51tede/23612017-07-10 15:55:37.196oai:tede.unioeste.br:tede/2361Biblioteca Digital de Teses e Dissertaçõeshttp://tede.unioeste.br/PUBhttp://tede.unioeste.br/oai/requestbiblioteca.repositorio@unioeste.bropendoar:2017-07-10T18:55:37Biblioteca Digital de Teses e Dissertações do UNIOESTE - Universidade Estadual do Oeste do Paraná (UNIOESTE)false
dc.title.por.fl_str_mv Aproximações e estudos da ficção narrativa nos games
dc.title.alternative.eng.fl_str_mv Approaches and studies of narrative fiction in games
title Aproximações e estudos da ficção narrativa nos games
spellingShingle Aproximações e estudos da ficção narrativa nos games
Cardoso, Franciely Gonçalves
games
narrativas
tecnologia
arte
games, narratives, technology, art
CNPQ::LINGUISTICA, LETRAS E ARTES::LETRAS
title_short Aproximações e estudos da ficção narrativa nos games
title_full Aproximações e estudos da ficção narrativa nos games
title_fullStr Aproximações e estudos da ficção narrativa nos games
title_full_unstemmed Aproximações e estudos da ficção narrativa nos games
title_sort Aproximações e estudos da ficção narrativa nos games
author Cardoso, Franciely Gonçalves
author_facet Cardoso, Franciely Gonçalves
author_role author
dc.contributor.advisor1.fl_str_mv Silva, Acir Dias da
dc.contributor.advisor1ID.fl_str_mv CPF:76421902987
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/6902191554348937
dc.contributor.authorID.fl_str_mv CPF:00578694999
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/5783688090694562
dc.contributor.author.fl_str_mv Cardoso, Franciely Gonçalves
contributor_str_mv Silva, Acir Dias da
dc.subject.por.fl_str_mv games
narrativas
tecnologia
arte
topic games
narrativas
tecnologia
arte
games, narratives, technology, art
CNPQ::LINGUISTICA, LETRAS E ARTES::LETRAS
dc.subject.eng.fl_str_mv games, narratives, technology, art
dc.subject.cnpq.fl_str_mv CNPQ::LINGUISTICA, LETRAS E ARTES::LETRAS
description The theme of the dissertation unfolds in the study of fictional narratives in games and how they are created, as well as the impact on the imagination. The playfulness is understood as a human, historical and cultural event. The "play is part of human history and cultural construction and narratives are used by humans to express themselves and to understand the world. This research considers the studies of Aesthetics of Reception, the dynamic relationship among author, work and reader. Traditionally narratives are told through various art forms such as romance, music, theater, film, poetry, among others. However, a more recent medium provides new experiences for those who have contact with the stories of these narratives: the electronic games. We know what to expect from more traditional narratives, however, how does the experience of the interactor, concept by Janet Murray (2003), with an electronic game occur? This then highlights the general objective of this research. The view of the act of playing is compared to the act of reading, and considering this choice of metaphor the game would be a book. A discussion of the work is based on the comparative studies and considers aspects of ludology and narratology. The research focuses on the comparative method to establish relations among artistic procedures. Literature, film and games are evidenced by indirect documentation involving bibliographic studies. Art and technology are themes of reflection and analysis. Scholars like Couchot (2003) argue that the game consists of a technological cultural phenomenon that has gained more space in society. Researches show that many people of different ages, but especially young people, spend more time playing computer games or consoles than watching television. In addition to Murray and Couchot , this research also supports the theoretical assumptions of authors such as Umberto Eco (1994, 2005), who deals with the production, reception and communication, Candido (2007), about the fictional character, Bakhtin (2003), who studied questions about aesthetics of artistic creation, and also Huizinga (2012) who analyzed the game as an element of culture, among others. Another goal of this research is the study of the mask used by the interactor, a representation of the virtual self that sees oneself as the hero character or avatar. As a result of this search the game is presented as a new way of storytelling where the main character is the interactor
publishDate 2014
dc.date.available.fl_str_mv 2014-09-19
dc.date.issued.fl_str_mv 2014-03-14
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identifier_str_mv CARDOSO, Franciely Gonçalves. Approaches and studies of narrative fiction in games. 2014. 117 f. Dissertação (Mestrado em Linguagem e Sociedade) - Universidade Estadual do Oeste do Parana, Cascavel, 2014.
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