Technoculture of chipmusic: Relations between aesthetics and technology of the past and the imaginary of the present

Detalhes bibliográficos
Autor(a) principal: Schäfer, Camila
Data de Publicação: 2014
Outros Autores: Lopes, Tiago Ricciardi Correa
Tipo de documento: Artigo
Idioma: por
Título da fonte: Verso e Reverso (Online)
Texto Completo: https://revistas.unisinos.br/index.php/versoereverso/article/view/ver.2014.28.67.06
Resumo: No longer restricted to the material universe of consoles and personal computers, digital games have today is spread across all areas of culture. In this context, there are practices of appropriation and application of aesthetic elements, narrative and functional of the games that are giving rise to a wide range of phenomena that deserve attention from studies in communication and culture. Therefore, we are interested in dealing in the scope of this text, the production of chipmusic, a musical style based on the redemption of the sounds of old video game hardware, from the point of view of an analysis that seeks to interpret the relationship between technology and the bases the imaginary sphere that shape subjectivity and culture of each season. Far from exhausting all possibilities and foci of analysis, we can conclude that, like other media, videogames are capable of generating a network of environments and perceptions around itself.Keywords: chipmusic, videogame, technoculture.
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spelling Technoculture of chipmusic: Relations between aesthetics and technology of the past and the imaginary of the presentTecnocultura da chipmusic: relações entre estéticas e tecnologias do passado e imaginários do presenteNo longer restricted to the material universe of consoles and personal computers, digital games have today is spread across all areas of culture. In this context, there are practices of appropriation and application of aesthetic elements, narrative and functional of the games that are giving rise to a wide range of phenomena that deserve attention from studies in communication and culture. Therefore, we are interested in dealing in the scope of this text, the production of chipmusic, a musical style based on the redemption of the sounds of old video game hardware, from the point of view of an analysis that seeks to interpret the relationship between technology and the bases the imaginary sphere that shape subjectivity and culture of each season. Far from exhausting all possibilities and foci of analysis, we can conclude that, like other media, videogames are capable of generating a network of environments and perceptions around itself.Keywords: chipmusic, videogame, technoculture.Não mais restritos ao universo material dos consoles e computadores pessoais, os jogos digitais se apresentam hoje espalhados por todas as áreas da cultura. Nesse contexto, surgem práticas de apropriação e aplicação de elementos estéticos, narrativos e funcionais dos games que estão dando origem a uma ampla gama de fenômenos que merecem atenção por parte dos estudos em comunicação e cultura. Portanto, interessa-nos tratar, no escopo desse texto, a produção de chipmusic, um estilo musical baseado no resgate das sonoridades de antigos hardwares de videogames, sob o ponto de vista de uma análise que busca interpretar as relações estabelecidas entre as bases tecnológicas e a esfera dos imaginários que moldam a subjetividade e a cultura de cada época. Longe de esgotar todas as possibilidades e focos de análise, pudemos concluir que, assim como outras mídias, os videogames são capazes de gerar ambientes e uma rede de percepções em torno de si.Palavras-chave: chipmusic, videogame, tecnocultura.Verso e Reverso2014-02-21info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://revistas.unisinos.br/index.php/versoereverso/article/view/ver.2014.28.67.0610.4013/ver.2014.28.67.06Verso e Reverso; v. 28 n. 67: Ano XXVIII - 2014/1; 52-591806-6925reponame:Verso e Reverso (Online)instname:Universidade do Vale do Rio dos Sinos (UNISINOS)instacron:UNISINOSporhttps://revistas.unisinos.br/index.php/versoereverso/article/view/ver.2014.28.67.06/4033Schäfer, CamilaLopes, Tiago Ricciardi Correainfo:eu-repo/semantics/openAccess2014-05-09T16:08:38Zoai:ojs2.revistas.unisinos.br:article/6598Revistahttp://revistas.unisinos.br/index.php/versoereversoPRIhttp://revistas.unisinos.br/index.php/versoereverso/oaiperiodicos@unisinos.br||bmarocco@unisinos.br1806-69250103-1414opendoar:2014-05-09T16:08:38Verso e Reverso (Online) - Universidade do Vale do Rio dos Sinos (UNISINOS)false
dc.title.none.fl_str_mv Technoculture of chipmusic: Relations between aesthetics and technology of the past and the imaginary of the present
Tecnocultura da chipmusic: relações entre estéticas e tecnologias do passado e imaginários do presente
title Technoculture of chipmusic: Relations between aesthetics and technology of the past and the imaginary of the present
spellingShingle Technoculture of chipmusic: Relations between aesthetics and technology of the past and the imaginary of the present
Schäfer, Camila
title_short Technoculture of chipmusic: Relations between aesthetics and technology of the past and the imaginary of the present
title_full Technoculture of chipmusic: Relations between aesthetics and technology of the past and the imaginary of the present
title_fullStr Technoculture of chipmusic: Relations between aesthetics and technology of the past and the imaginary of the present
title_full_unstemmed Technoculture of chipmusic: Relations between aesthetics and technology of the past and the imaginary of the present
title_sort Technoculture of chipmusic: Relations between aesthetics and technology of the past and the imaginary of the present
author Schäfer, Camila
author_facet Schäfer, Camila
Lopes, Tiago Ricciardi Correa
author_role author
author2 Lopes, Tiago Ricciardi Correa
author2_role author
dc.contributor.author.fl_str_mv Schäfer, Camila
Lopes, Tiago Ricciardi Correa
description No longer restricted to the material universe of consoles and personal computers, digital games have today is spread across all areas of culture. In this context, there are practices of appropriation and application of aesthetic elements, narrative and functional of the games that are giving rise to a wide range of phenomena that deserve attention from studies in communication and culture. Therefore, we are interested in dealing in the scope of this text, the production of chipmusic, a musical style based on the redemption of the sounds of old video game hardware, from the point of view of an analysis that seeks to interpret the relationship between technology and the bases the imaginary sphere that shape subjectivity and culture of each season. Far from exhausting all possibilities and foci of analysis, we can conclude that, like other media, videogames are capable of generating a network of environments and perceptions around itself.Keywords: chipmusic, videogame, technoculture.
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dc.publisher.none.fl_str_mv Verso e Reverso
publisher.none.fl_str_mv Verso e Reverso
dc.source.none.fl_str_mv Verso e Reverso; v. 28 n. 67: Ano XXVIII - 2014/1; 52-59
1806-6925
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