Assassin's Creed e transmídia: convergências e jogabilidades

Detalhes bibliográficos
Autor(a) principal: Ebert, Vagner
Data de Publicação: 2017
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca de teses e dissertações da Universidade de Passo Fundo (BDTD UPF)
Texto Completo: http://tede.upf.br/jspui/handle/tede/1213
Resumo: Storytelling has populated human culture in different ways for a very long time. With the advance in technology, new ways of creating and telling stories emerge and, among several nomenclatures, they are also known by the name of transmedia storytelling, a concept created by Henry Jenkins (2009) to designate a story that gets dispersed across multiple delivery channels, each of them making their contribution to the unfolding of the storytelling universe. Books, comics, movies, animations, games and so many others are some of the possibilities for building this type of technological storytelling that influences and alters reading strategies and the reader's profile as well. An example of this type of storytelling and corpora of this dissertation is the Assassin's Creed franchise, an electronic game that branched out to other delivery channels and other narratives, thus becoming a transmedia storytelling that is considered the basis for the problem of this study, which intends to find out how the transmedia interrelations are constructed and, consequently, the transmedia storytelling of the Assassin's Creed franchise. Based on this premise, this research investigates the transmedia storytelling and its possibilities of reading from the interrelations between ga mes, movies and books associated to the Assassin's Creed franchise, starting from the following objectives: a) to discuss, under different theoretical bases, the transmedia storytelling; b) reflect on the reading strategies in different transmedial productions; and c) to present the products of the Assassin's Creed franchise and its transmedial relations. In order to achieve the objectives mentioned here, we have the methodology based on the content analysis method, it was constructed in three stages: the first is an isolated analysis of each element, book, game, or film from the franchise that is investigated; The second is an analysis of the elements that interrelate within the different delivery channels; And, finally, the analysis of the work from the interrelations of its different supports and, therefore, as a transmedia narrative. This study is divided into 5 (five) chapters, the first three explore the theoretical foundations; the fourth describes the methodology and the fifth contains the consequent analysis of the corpora, in which it was possible to verify that the key elements that promote the interrelations are as important as the possibility of autonomous access for the construction of the transmedia storytelling.
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spelling Rettenmaier, Miguel49652800082http://lattes.cnpq.br/920112036013433402792791080http://lattes.cnpq.br/2236536190805868Ebert, Vagner2018-04-26T17:13:34Z2017-06-05EBERT, Vagner. Assassin's Creed e transmídia: convergências e jogabilidades. 2017. 172 f. Dissertação (Mestrado em Letras) - Universidade de Passo Fundo, Passo Fundo, RS, 2017.http://tede.upf.br/jspui/handle/tede/1213Storytelling has populated human culture in different ways for a very long time. With the advance in technology, new ways of creating and telling stories emerge and, among several nomenclatures, they are also known by the name of transmedia storytelling, a concept created by Henry Jenkins (2009) to designate a story that gets dispersed across multiple delivery channels, each of them making their contribution to the unfolding of the storytelling universe. Books, comics, movies, animations, games and so many others are some of the possibilities for building this type of technological storytelling that influences and alters reading strategies and the reader's profile as well. An example of this type of storytelling and corpora of this dissertation is the Assassin's Creed franchise, an electronic game that branched out to other delivery channels and other narratives, thus becoming a transmedia storytelling that is considered the basis for the problem of this study, which intends to find out how the transmedia interrelations are constructed and, consequently, the transmedia storytelling of the Assassin's Creed franchise. Based on this premise, this research investigates the transmedia storytelling and its possibilities of reading from the interrelations between ga mes, movies and books associated to the Assassin's Creed franchise, starting from the following objectives: a) to discuss, under different theoretical bases, the transmedia storytelling; b) reflect on the reading strategies in different transmedial productions; and c) to present the products of the Assassin's Creed franchise and its transmedial relations. In order to achieve the objectives mentioned here, we have the methodology based on the content analysis method, it was constructed in three stages: the first is an isolated analysis of each element, book, game, or film from the franchise that is investigated; The second is an analysis of the elements that interrelate within the different delivery channels; And, finally, the analysis of the work from the interrelations of its different supports and, therefore, as a transmedia narrative. This study is divided into 5 (five) chapters, the first three explore the theoretical foundations; the fourth describes the methodology and the fifth contains the consequent analysis of the corpora, in which it was possible to verify that the key elements that promote the interrelations are as important as the possibility of autonomous access for the construction of the transmedia storytelling.As narrativas povoam a cultura humana de diferentes maneiras e há muito tempo. Com os avanços tecnológicos surgem novas maneiras de criar e contar histórias e que, dentre diversas nomenclaturas, são também conhecidas pelo nome de narrativa transmídia, conceito criado por Henry Jenkins (2009) para designar uma história que se ramifica em diferentes suportes, cada um contribuindo com o que sabe fazer de melhor na ampliação do universo narrativo. Livros, histórias em quadrinhos, filmes, animações, games e tantos outros compõem algumas das possibilidades para a construção desse tipo de narrativa tecnológica que influencia e altera os modos de ler e o próprio perfil do leitor. Um exemplo desse tipo de narrativa e corpora desta dissertação é a franquia Assassin¿s Creed, um jogo eletrônico que se ramificou para outros suportes e outras narrativas, configurando-se, assim, como uma narrativa transmídia e que serve de base para o problema deste estudo no qual se busca saber como se dá a construção das inter-relações transmidiais e, por conseguinte, a própria narrativa transmídia da franquia Assassin¿s Creed. Com base nessa premissa, esta pesquisa busca investigar a narrativa transmídia e suas possibilidades de leitura a partir das inter-relações entre jogos, filmes e livros associados à franquia Assassin¿s Creed, partindo dos seguintes objetivos: a) discutir sob distintas bases teóricas as narrativas transmídia; b) refletir sobre a leitura em diferentes produções transmidiais; e c) apresentar os produtos da franquia Assassin¿s Creed e sua relação transmidial. A fim de alcançar os objetivos aqui propostos far-se-á uso de um procedimento, com base no método da análise de conteúdo, construído em três etapas, sendo a primeira uma análise isolada de cada elemento, livro, game, filme ou outro da franquia investigada; a segunda, uma análise dos elementos que se inter-relacionam entre os diferentes suportes da narrativa; e, por fim, a análise da obra a partir das inter-relações de seus diferentes suportes e, por conseguinte, como uma narrativa transmídia. Assim está constituído este estudo dividido em 5 capítulos, sendo os três primeiros o referencial teórico, o quarto a construção da metodologia e o quinto a decorrente análise dos corpora, no qual foi possível constatar que os elementos-chave que promovem as inter-relações são tão importantes quanto a possibilidade de acesso autônomo para a construção da narrativa transmídia.Submitted by Mariana Freitas (marianafreitas@upf.br) on 2018-04-26T17:13:34Z No. of bitstreams: 1 2017VagnerEbert.pdf: 2576920 bytes, checksum: 406736c958d44bc32485473533a8f60d (MD5)Made available in DSpace on 2018-04-26T17:13:34Z (GMT). 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dc.title.por.fl_str_mv Assassin's Creed e transmídia: convergências e jogabilidades
dc.title.alternative.eng.fl_str_mv Assassin's Creed and Transmedia: Convergences and Gameplay
title Assassin's Creed e transmídia: convergências e jogabilidades
spellingShingle Assassin's Creed e transmídia: convergências e jogabilidades
Ebert, Vagner
Análise do discurso narrativo
Jogos
Análise do discurso literário
LINGUISTICA, LETRAS E ARTES::LETRAS
title_short Assassin's Creed e transmídia: convergências e jogabilidades
title_full Assassin's Creed e transmídia: convergências e jogabilidades
title_fullStr Assassin's Creed e transmídia: convergências e jogabilidades
title_full_unstemmed Assassin's Creed e transmídia: convergências e jogabilidades
title_sort Assassin's Creed e transmídia: convergências e jogabilidades
author Ebert, Vagner
author_facet Ebert, Vagner
author_role author
dc.contributor.advisor1.fl_str_mv Rettenmaier, Miguel
dc.contributor.advisor1ID.fl_str_mv 49652800082
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/9201120360134334
dc.contributor.authorID.fl_str_mv 02792791080
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/2236536190805868
dc.contributor.author.fl_str_mv Ebert, Vagner
contributor_str_mv Rettenmaier, Miguel
dc.subject.por.fl_str_mv Análise do discurso narrativo
Jogos
Análise do discurso literário
topic Análise do discurso narrativo
Jogos
Análise do discurso literário
LINGUISTICA, LETRAS E ARTES::LETRAS
dc.subject.cnpq.fl_str_mv LINGUISTICA, LETRAS E ARTES::LETRAS
description Storytelling has populated human culture in different ways for a very long time. With the advance in technology, new ways of creating and telling stories emerge and, among several nomenclatures, they are also known by the name of transmedia storytelling, a concept created by Henry Jenkins (2009) to designate a story that gets dispersed across multiple delivery channels, each of them making their contribution to the unfolding of the storytelling universe. Books, comics, movies, animations, games and so many others are some of the possibilities for building this type of technological storytelling that influences and alters reading strategies and the reader's profile as well. An example of this type of storytelling and corpora of this dissertation is the Assassin's Creed franchise, an electronic game that branched out to other delivery channels and other narratives, thus becoming a transmedia storytelling that is considered the basis for the problem of this study, which intends to find out how the transmedia interrelations are constructed and, consequently, the transmedia storytelling of the Assassin's Creed franchise. Based on this premise, this research investigates the transmedia storytelling and its possibilities of reading from the interrelations between ga mes, movies and books associated to the Assassin's Creed franchise, starting from the following objectives: a) to discuss, under different theoretical bases, the transmedia storytelling; b) reflect on the reading strategies in different transmedial productions; and c) to present the products of the Assassin's Creed franchise and its transmedial relations. In order to achieve the objectives mentioned here, we have the methodology based on the content analysis method, it was constructed in three stages: the first is an isolated analysis of each element, book, game, or film from the franchise that is investigated; The second is an analysis of the elements that interrelate within the different delivery channels; And, finally, the analysis of the work from the interrelations of its different supports and, therefore, as a transmedia narrative. This study is divided into 5 (five) chapters, the first three explore the theoretical foundations; the fourth describes the methodology and the fifth contains the consequent analysis of the corpora, in which it was possible to verify that the key elements that promote the interrelations are as important as the possibility of autonomous access for the construction of the transmedia storytelling.
publishDate 2017
dc.date.issued.fl_str_mv 2017-06-05
dc.date.accessioned.fl_str_mv 2018-04-26T17:13:34Z
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dc.identifier.citation.fl_str_mv EBERT, Vagner. Assassin's Creed e transmídia: convergências e jogabilidades. 2017. 172 f. Dissertação (Mestrado em Letras) - Universidade de Passo Fundo, Passo Fundo, RS, 2017.
dc.identifier.uri.fl_str_mv http://tede.upf.br/jspui/handle/tede/1213
identifier_str_mv EBERT, Vagner. Assassin's Creed e transmídia: convergências e jogabilidades. 2017. 172 f. Dissertação (Mestrado em Letras) - Universidade de Passo Fundo, Passo Fundo, RS, 2017.
url http://tede.upf.br/jspui/handle/tede/1213
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dc.publisher.department.fl_str_mv Instituto de Filosofia e Ciências Humanas - IFCH
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