Aproximações e estudos da ficção narrativa nos games
Autor(a) principal: | |
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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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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 |
dc.date.accessioned.fl_str_mv |
2017-07-10T18:55:37Z |
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masterThesis |
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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. |
dc.identifier.uri.fl_str_mv |
http://tede.unioeste.br:8080/tede/handle/tede/2361 |
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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http://tede.unioeste.br:8080/tede/handle/tede/2361 |
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Universidade Estadual do Oeste do Parana |
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