A linguagem cinematográfica utilizada no video game: o uso das cutscenes como experiência diegética

Detalhes bibliográficos
Autor(a) principal: Vieira, Cíntia Marques
Data de Publicação: 2017
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações do UTP
Texto Completo: http://tede.utp.br:8080/jspui/handle/tede/1342
Resumo: Cinema, when integrated with different devices and other media, has undergone transformations in its hegemonic model, creating representational and language displacements, in which a series of new aesthetic and narrative resources broaden its spectrum. These miscegenations and intercessions also bring about changes in cinematographic theories, at which point the image is no longer considered an object but a field of forces and relations. This research is dedicated to a reflection on the cinematographic language used in the video game and the relations between both media. The choice of the corpus was defined by a more precise cut of cutscenes: sequences of scenes similar to small films, which may or may not contain interactivity, but which mainly refer to the cinematographic spectacle as a form of reward or attribution of narrative meanings. games As an empirical object, there is the game Metal Gear Solid V: The Phantom Pain (2015), produced by Kojima Productions, a game from a series of games famous for the use of cinematic language and its numerous cutscenes. The research problem revolves around elements from the cinema that are used by video games to boost narratives and expand the constituent repertoire of player meanings. The guiding question of the present dissertation is: in what way the cutscenes dialog with the cinema in its main aesthetic and narrative dimensions? As hypothesis is the consideration that, once the subject interrupts the act of playing, interacting only with the text and narrative discourse of cutscenes, what changes in this cinema integrated to the game is the spatiality. Thus, the participation of the subject / spectator / co-author becomes essential for the construction of a narrative sense. The custcenes would be an example of the possible results originating from the integration between the media. A narrative form of "pre-telling" or "re-telling" that opens a mimetic event, a narrative act, reinforcing the game's diegetic and rhetorical dimension. The player assists and interacts in a differentiated way, the symbolic action that is inscribed in all representational events creates a rhetorically structured illusion, and freedom of action becomes meaning within a mythical and fictional universe. The general objective is to identify how the cinematographic experience becomes integrated into the new media. Specifically, explore what movie elements are used in the introductory cutscenes of the above game, as well as understand how cutscenes narratives can boost gameplay and expand the player's constituent repertoire of meanings. The aforementioned analysis will start with the theories of expanded and digital cinema, with authors Shaw, Youngblood, Manovich and Brow. On intermidiality and remediation through the studies of Nagib, Bolter and Grusin. Research on convergence, intertextuality and hybridism rely on the theoretical input of Jenkins and Bellour. We will also highlight the studies on language and narrative of video games, in which Huizinga, Lopes and Inocêncio, Ribeiro and Juul serve as indispensable support for this research.
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spelling Guimarães, Denise Azevedo DuarteAraújo, Denize CorreaSalgado, Luiz Antonio Zahdihttp://lattes.cnpq.br/5769197158254421Vieira, Cíntia Marques2018-06-08T19:11:03Z2017-04-23Vieira, Cíntia Marques. A linguagem cinematográfica utilizada no video game: o uso das cutscenes como experiência diegética. 2017. 166 f. Dissertação( Mestrado em Comunicação e Linguagens) - Universidade Tuiuti do Paraná, Curitiba, 2017.http://tede.utp.br:8080/jspui/handle/tede/1342Cinema, when integrated with different devices and other media, has undergone transformations in its hegemonic model, creating representational and language displacements, in which a series of new aesthetic and narrative resources broaden its spectrum. These miscegenations and intercessions also bring about changes in cinematographic theories, at which point the image is no longer considered an object but a field of forces and relations. This research is dedicated to a reflection on the cinematographic language used in the video game and the relations between both media. The choice of the corpus was defined by a more precise cut of cutscenes: sequences of scenes similar to small films, which may or may not contain interactivity, but which mainly refer to the cinematographic spectacle as a form of reward or attribution of narrative meanings. games As an empirical object, there is the game Metal Gear Solid V: The Phantom Pain (2015), produced by Kojima Productions, a game from a series of games famous for the use of cinematic language and its numerous cutscenes. The research problem revolves around elements from the cinema that are used by video games to boost narratives and expand the constituent repertoire of player meanings. The guiding question of the present dissertation is: in what way the cutscenes dialog with the cinema in its main aesthetic and narrative dimensions? As hypothesis is the consideration that, once the subject interrupts the act of playing, interacting only with the text and narrative discourse of cutscenes, what changes in this cinema integrated to the game is the spatiality. Thus, the participation of the subject / spectator / co-author becomes essential for the construction of a narrative sense. The custcenes would be an example of the possible results originating from the integration between the media. A narrative form of "pre-telling" or "re-telling" that opens a mimetic event, a narrative act, reinforcing the game's diegetic and rhetorical dimension. The player assists and interacts in a differentiated way, the symbolic action that is inscribed in all representational events creates a rhetorically structured illusion, and freedom of action becomes meaning within a mythical and fictional universe. The general objective is to identify how the cinematographic experience becomes integrated into the new media. Specifically, explore what movie elements are used in the introductory cutscenes of the above game, as well as understand how cutscenes narratives can boost gameplay and expand the player's constituent repertoire of meanings. The aforementioned analysis will start with the theories of expanded and digital cinema, with authors Shaw, Youngblood, Manovich and Brow. On intermidiality and remediation through the studies of Nagib, Bolter and Grusin. Research on convergence, intertextuality and hybridism rely on the theoretical input of Jenkins and Bellour. We will also highlight the studies on language and narrative of video games, in which Huizinga, Lopes and Inocêncio, Ribeiro and Juul serve as indispensable support for this research.O cinema, ao se integrar a diferentes dispositivos e outras mídias, tem sofrido transformações em seu modelo hegemônico, criando deslocamentos representacionais e de linguagem, em que uma série de novos recursos estéticos e narrativos amplia sua representação. Essas miscigenações e intercessões também ocasionam mudanças nas teorias cinematográficas, momento em que a imagem passa a ser considerada não mais um objeto, mas um campo de forças e de relações. Esta pesquisa dedica-se a uma reflexão sobre a linguagem cinematográfica utilizada no video game e as relações entre ambas as mídias. A escolha do corpus foi definida a partir de um recorte mais preciso acerca das cutscenes: que são sequências de cenas semelhantes a pequenos filmes, podendo conter ou não interatividade, mas que principalmente remetem ao espetáculo cinematográfico como forma de recompensa ou atribuição de significados narrativos aos games. Como objeto empírico, tem-se o game Metal Gear Solid V: The Phantom Pain (2015), produzido pela Kojima Productions, oriundo de uma série de games famosa pelo uso da linguagem cinematográfica e das suas cutscenes numerosas. O problema da pesquisa gira em torno dos elementos provenientes do cinema que são utilizados pelos video games para impulsionar as narrativas e expandir o repertório constituinte de significados do jogador. A pergunta norteadora da presente dissertação é: de que forma as cutscenes dialogam com o cinema em suas principais dimensões estéticas e narrativas? Como hipótese, está a consideração de que, uma vez que o sujeito interrompe o ato de jogar, interagindo apenas com o texto e o discurso narrativo das cutscenes, o que se altera nesse cinema integrado ao game é a espacialidade. Sendo assim, a participação do sujeito/espectador/coautor se faz imprescindível para a construção de sentido da narrativa. As custcenes seriam um exemplo dos resultados possíveis originários da integração entre as mídias. Uma forma narrativa de “pré-dizer” ou “re-contar” que abre um evento mimético, um ato narrativo, reforçando a dimensão diegética e retórica do game. O jogador assiste e interage de maneira diferenciada, a ação simbólica que está inscrita em todos os eventos representacionais cria uma ilusão retoricamente estruturada, e a liberdade de ação passa a constituir significado dentro de um universo mítico e ficcional. Tem-se como objetivo geral identificar de que forma a experiência cinematográfica se transforma quando integrada às novas mídias. Especificamente, explorar quais são os elementos de cinema utilizados nas cutscenes introdutórias do game referido, assim como compreender como as narrativas das cutscenes podem impulsionar a jogabilidade e expandir o repertório constituinte de significados do jogador. A análise supracitada partirá das teorias sobre cinema expandido e digital, com os autores Shaw, Youngblood, Manovich e Brow, e a respeito de intermidialidade e remediação por meio dos estudos de Nagib, Bolter e Grusin. Pesquisas referentes à convergência, intertextualidade e hibridismo contam com o aporte teórico de Jenkins e Bellour. Serão evidenciados ainda os estudos sobre linguagem e narrativa dos video games, nos quais Huizinga, Lopes e Inocêncio, Ribeiro e Juul servem de apoio indispensável para esta pesquisa.Submitted by Divanete Paiva (divanete.paiva@utp.br) on 2018-06-08T19:11:03Z No. of bitstreams: 1 A LINGUAGEM CINEMATOGRAFICA.pdf: 1885771 bytes, checksum: 1e475fe65914dfcdb0075b752d8a2cfe (MD5)Made available in DSpace on 2018-06-08T19:11:03Z (GMT). No. of bitstreams: 1 A LINGUAGEM CINEMATOGRAFICA.pdf: 1885771 bytes, checksum: 1e475fe65914dfcdb0075b752d8a2cfe (MD5) Previous issue date: 2017-04-23application/pdfporUniversidade Tuiuti do ParanaMestrado em Comunicação e LinguagensUTPBrasilComunicação e LinguagensCinemaVideo gameNovas mídiasCutscenesMetal Gear Solid V: The Phantom PainCIENCIAS SOCIAIS APLICADAS::COMUNICACAOA linguagem cinematográfica utilizada no video game: o uso das cutscenes como experiência diegéticainfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis2739379193455549176500500600-6072174809281298930-4056021055502874573info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações do UTPinstname:Universidade Tuiuti do Paranáinstacron:UTPLICENSElicense.txtlicense.txttext/plain; charset=utf-82165http://localhost:8080/tede/bitstream/tede/1342/1/license.txtbd3efa91386c1718a7f26a329fdcb468MD51ORIGINALA LINGUAGEM CINEMATOGRAFICA.pdfA LINGUAGEM CINEMATOGRAFICA.pdfapplication/pdf1885771http://localhost:8080/tede/bitstream/tede/1342/2/A+LINGUAGEM+CINEMATOGRAFICA.pdf1e475fe65914dfcdb0075b752d8a2cfeMD52tede/1342oai:localhost:tede/13422018-06-08 16:11:03.842TEDEtede@utp.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
dc.title.por.fl_str_mv A linguagem cinematográfica utilizada no video game: o uso das cutscenes como experiência diegética
title A linguagem cinematográfica utilizada no video game: o uso das cutscenes como experiência diegética
spellingShingle A linguagem cinematográfica utilizada no video game: o uso das cutscenes como experiência diegética
Vieira, Cíntia Marques
Cinema
Video game
Novas mídias
Cutscenes
Metal Gear Solid V: The Phantom Pain
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
title_short A linguagem cinematográfica utilizada no video game: o uso das cutscenes como experiência diegética
title_full A linguagem cinematográfica utilizada no video game: o uso das cutscenes como experiência diegética
title_fullStr A linguagem cinematográfica utilizada no video game: o uso das cutscenes como experiência diegética
title_full_unstemmed A linguagem cinematográfica utilizada no video game: o uso das cutscenes como experiência diegética
title_sort A linguagem cinematográfica utilizada no video game: o uso das cutscenes como experiência diegética
author Vieira, Cíntia Marques
author_facet Vieira, Cíntia Marques
author_role author
dc.contributor.advisor1.fl_str_mv Guimarães, Denise Azevedo Duarte
dc.contributor.referee1.fl_str_mv Araújo, Denize Correa
dc.contributor.referee2.fl_str_mv Salgado, Luiz Antonio Zahdi
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/5769197158254421
dc.contributor.author.fl_str_mv Vieira, Cíntia Marques
contributor_str_mv Guimarães, Denise Azevedo Duarte
Araújo, Denize Correa
Salgado, Luiz Antonio Zahdi
dc.subject.por.fl_str_mv Cinema
Video game
Novas mídias
topic Cinema
Video game
Novas mídias
Cutscenes
Metal Gear Solid V: The Phantom Pain
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
dc.subject.eng.fl_str_mv Cutscenes
Metal Gear Solid V: The Phantom Pain
dc.subject.cnpq.fl_str_mv CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
dc.description.abstract.eng.fl_txt_mv Cinema, when integrated with different devices and other media, has undergone transformations in its hegemonic model, creating representational and language displacements, in which a series of new aesthetic and narrative resources broaden its spectrum. These miscegenations and intercessions also bring about changes in cinematographic theories, at which point the image is no longer considered an object but a field of forces and relations. This research is dedicated to a reflection on the cinematographic language used in the video game and the relations between both media. The choice of the corpus was defined by a more precise cut of cutscenes: sequences of scenes similar to small films, which may or may not contain interactivity, but which mainly refer to the cinematographic spectacle as a form of reward or attribution of narrative meanings. games As an empirical object, there is the game Metal Gear Solid V: The Phantom Pain (2015), produced by Kojima Productions, a game from a series of games famous for the use of cinematic language and its numerous cutscenes. The research problem revolves around elements from the cinema that are used by video games to boost narratives and expand the constituent repertoire of player meanings. The guiding question of the present dissertation is: in what way the cutscenes dialog with the cinema in its main aesthetic and narrative dimensions? As hypothesis is the consideration that, once the subject interrupts the act of playing, interacting only with the text and narrative discourse of cutscenes, what changes in this cinema integrated to the game is the spatiality. Thus, the participation of the subject / spectator / co-author becomes essential for the construction of a narrative sense. The custcenes would be an example of the possible results originating from the integration between the media. A narrative form of "pre-telling" or "re-telling" that opens a mimetic event, a narrative act, reinforcing the game's diegetic and rhetorical dimension. The player assists and interacts in a differentiated way, the symbolic action that is inscribed in all representational events creates a rhetorically structured illusion, and freedom of action becomes meaning within a mythical and fictional universe. The general objective is to identify how the cinematographic experience becomes integrated into the new media. Specifically, explore what movie elements are used in the introductory cutscenes of the above game, as well as understand how cutscenes narratives can boost gameplay and expand the player's constituent repertoire of meanings. The aforementioned analysis will start with the theories of expanded and digital cinema, with authors Shaw, Youngblood, Manovich and Brow. On intermidiality and remediation through the studies of Nagib, Bolter and Grusin. Research on convergence, intertextuality and hybridism rely on the theoretical input of Jenkins and Bellour. We will also highlight the studies on language and narrative of video games, in which Huizinga, Lopes and Inocêncio, Ribeiro and Juul serve as indispensable support for this research.
dc.description.abstract.por.fl_txt_mv O cinema, ao se integrar a diferentes dispositivos e outras mídias, tem sofrido transformações em seu modelo hegemônico, criando deslocamentos representacionais e de linguagem, em que uma série de novos recursos estéticos e narrativos amplia sua representação. Essas miscigenações e intercessões também ocasionam mudanças nas teorias cinematográficas, momento em que a imagem passa a ser considerada não mais um objeto, mas um campo de forças e de relações. Esta pesquisa dedica-se a uma reflexão sobre a linguagem cinematográfica utilizada no video game e as relações entre ambas as mídias. A escolha do corpus foi definida a partir de um recorte mais preciso acerca das cutscenes: que são sequências de cenas semelhantes a pequenos filmes, podendo conter ou não interatividade, mas que principalmente remetem ao espetáculo cinematográfico como forma de recompensa ou atribuição de significados narrativos aos games. Como objeto empírico, tem-se o game Metal Gear Solid V: The Phantom Pain (2015), produzido pela Kojima Productions, oriundo de uma série de games famosa pelo uso da linguagem cinematográfica e das suas cutscenes numerosas. O problema da pesquisa gira em torno dos elementos provenientes do cinema que são utilizados pelos video games para impulsionar as narrativas e expandir o repertório constituinte de significados do jogador. A pergunta norteadora da presente dissertação é: de que forma as cutscenes dialogam com o cinema em suas principais dimensões estéticas e narrativas? Como hipótese, está a consideração de que, uma vez que o sujeito interrompe o ato de jogar, interagindo apenas com o texto e o discurso narrativo das cutscenes, o que se altera nesse cinema integrado ao game é a espacialidade. Sendo assim, a participação do sujeito/espectador/coautor se faz imprescindível para a construção de sentido da narrativa. As custcenes seriam um exemplo dos resultados possíveis originários da integração entre as mídias. Uma forma narrativa de “pré-dizer” ou “re-contar” que abre um evento mimético, um ato narrativo, reforçando a dimensão diegética e retórica do game. O jogador assiste e interage de maneira diferenciada, a ação simbólica que está inscrita em todos os eventos representacionais cria uma ilusão retoricamente estruturada, e a liberdade de ação passa a constituir significado dentro de um universo mítico e ficcional. Tem-se como objetivo geral identificar de que forma a experiência cinematográfica se transforma quando integrada às novas mídias. Especificamente, explorar quais são os elementos de cinema utilizados nas cutscenes introdutórias do game referido, assim como compreender como as narrativas das cutscenes podem impulsionar a jogabilidade e expandir o repertório constituinte de significados do jogador. A análise supracitada partirá das teorias sobre cinema expandido e digital, com os autores Shaw, Youngblood, Manovich e Brow, e a respeito de intermidialidade e remediação por meio dos estudos de Nagib, Bolter e Grusin. Pesquisas referentes à convergência, intertextualidade e hibridismo contam com o aporte teórico de Jenkins e Bellour. Serão evidenciados ainda os estudos sobre linguagem e narrativa dos video games, nos quais Huizinga, Lopes e Inocêncio, Ribeiro e Juul servem de apoio indispensável para esta pesquisa.
description Cinema, when integrated with different devices and other media, has undergone transformations in its hegemonic model, creating representational and language displacements, in which a series of new aesthetic and narrative resources broaden its spectrum. These miscegenations and intercessions also bring about changes in cinematographic theories, at which point the image is no longer considered an object but a field of forces and relations. This research is dedicated to a reflection on the cinematographic language used in the video game and the relations between both media. The choice of the corpus was defined by a more precise cut of cutscenes: sequences of scenes similar to small films, which may or may not contain interactivity, but which mainly refer to the cinematographic spectacle as a form of reward or attribution of narrative meanings. games As an empirical object, there is the game Metal Gear Solid V: The Phantom Pain (2015), produced by Kojima Productions, a game from a series of games famous for the use of cinematic language and its numerous cutscenes. The research problem revolves around elements from the cinema that are used by video games to boost narratives and expand the constituent repertoire of player meanings. The guiding question of the present dissertation is: in what way the cutscenes dialog with the cinema in its main aesthetic and narrative dimensions? As hypothesis is the consideration that, once the subject interrupts the act of playing, interacting only with the text and narrative discourse of cutscenes, what changes in this cinema integrated to the game is the spatiality. Thus, the participation of the subject / spectator / co-author becomes essential for the construction of a narrative sense. The custcenes would be an example of the possible results originating from the integration between the media. A narrative form of "pre-telling" or "re-telling" that opens a mimetic event, a narrative act, reinforcing the game's diegetic and rhetorical dimension. The player assists and interacts in a differentiated way, the symbolic action that is inscribed in all representational events creates a rhetorically structured illusion, and freedom of action becomes meaning within a mythical and fictional universe. The general objective is to identify how the cinematographic experience becomes integrated into the new media. Specifically, explore what movie elements are used in the introductory cutscenes of the above game, as well as understand how cutscenes narratives can boost gameplay and expand the player's constituent repertoire of meanings. The aforementioned analysis will start with the theories of expanded and digital cinema, with authors Shaw, Youngblood, Manovich and Brow. On intermidiality and remediation through the studies of Nagib, Bolter and Grusin. Research on convergence, intertextuality and hybridism rely on the theoretical input of Jenkins and Bellour. We will also highlight the studies on language and narrative of video games, in which Huizinga, Lopes and Inocêncio, Ribeiro and Juul serve as indispensable support for this research.
publishDate 2017
dc.date.issued.fl_str_mv 2017-04-23
dc.date.accessioned.fl_str_mv 2018-06-08T19:11:03Z
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dc.identifier.citation.fl_str_mv Vieira, Cíntia Marques. A linguagem cinematográfica utilizada no video game: o uso das cutscenes como experiência diegética. 2017. 166 f. Dissertação( Mestrado em Comunicação e Linguagens) - Universidade Tuiuti do Paraná, Curitiba, 2017.
dc.identifier.uri.fl_str_mv http://tede.utp.br:8080/jspui/handle/tede/1342
identifier_str_mv Vieira, Cíntia Marques. A linguagem cinematográfica utilizada no video game: o uso das cutscenes como experiência diegética. 2017. 166 f. Dissertação( Mestrado em Comunicação e Linguagens) - Universidade Tuiuti do Paraná, Curitiba, 2017.
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