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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

A didática da história nos videogames: “God of war” e suas dimensões frente à cultura histórica / The didactics of history on the videogames: "God of war" and its dimensions to historical culture

Morais, Hugo Albuquerque de 15 December 2017 (has links)
Submitted by Liliane Ferreira (ljuvencia30@gmail.com) on 2018-04-02T12:18:21Z No. of bitstreams: 2 Dissertação - Hugo Albuquerque de Morais - 2017.pdf: 3937263 bytes, checksum: 96cc1de57eb4b8a36be08536b425d73a (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2018-04-02T14:32:09Z (GMT) No. of bitstreams: 2 Dissertação - Hugo Albuquerque de Morais - 2017.pdf: 3937263 bytes, checksum: 96cc1de57eb4b8a36be08536b425d73a (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2018-04-02T14:32:09Z (GMT). No. of bitstreams: 2 Dissertação - Hugo Albuquerque de Morais - 2017.pdf: 3937263 bytes, checksum: 96cc1de57eb4b8a36be08536b425d73a (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2017-12-15 / The present dissertation has an objective to analyse the historical culture in the Playstation videogame series “God of War”, investigating aspects concerning its visual culture and plot. Inspired by Greek mythology, the piece presents a gamma of elements that show an insight into the past. Besides that , even though a product linked to entertainment, but, as it has become a meaningful form of cultural expression, it goes far beyond this initial purpose. The concept of didactics of history established by the historian Jörn Rüsen becomes essential within the debate, because from it we can realize these historical dimensions within the game, being this one a historical source. For more, the dissertation tries to understand the dialogical movement that the piece , besides peculiarities of its language. The vídeogames were created in the late 50’s, since then, has gradually become a very popular product in the global market, moreover, they are forms of contemporary artistic experimentation.This is the sense in which we intend to analize the electronic game series, considering it as a contemporary artistic experimentation that is understood from a representation of the past. / A presente dissertação objetiva analisar a cultura histórica percebida na série de jogos de videogame God of War, investigando aspectos referentes à sua cultura visual e seu enredo. Inspirado na mitologia grega a obra apresenta uma gama de elementos que demostram uma visão sobre o passado. Além disso, mesmo sendo um produto ligado ao entretenimento, vai além desse propósito, tornando-se uma forma de expressão cultural repleta de sentido. O conceito de didática da história estabelecido pelo historiador Jörn Rüsen se faz essencial dentro do debate, pois a partir dele podemos perceber as dimensões históricas apresentadas dentro dos jogos, sendo esse uma fonte histórica. Para mais, a presente dissertação busca compreender o movimento dialógico que a obra traz, além de peculiaridades de sua linguagem. Os videogames foram criados a partir do final da década de 50, desde então, paulatinamente vem se tornando um produto muito popular no mercado global, além do mais, são formas de experimentação artística contemporânea. É neste sentido que pretendemos analisar a série de jogos eletrônicos, considerando-a como uma experimentação artística contemporânea que se compreende a partir de uma representação do passado
2

Fornnordisk mytologi i dataspel : En kvalitativ innehållsanalys av God of War’s gestaltning av fornnordisk mytologi

Jonasson, Philip January 2020 (has links)
This thesis analyses how norse mythology is being used in modern videogames. This is done via a qualitative content analysis using grounded theory of the game God of War from 2018 by Santa Monica Studios, and comparing the games contents with literature regarding Norse mythology, the Prose Edda and the Poetic Edda, as well as studies done on similar games in fields closely related to the subject. The subjects that get compared in this thesis are the gods: Freyja, Mimir and Baldur, the places: Niflheim and Muspelheim, the events: Fimbulvinter and Ragnarök, and studies done on other games usage of norse mythology and -society, ehere the other games in question are: Jotun by Thunder Lotus Games, Hellblade: Senua’s Sacrifice by Ninja Theory, and The Elder Scrolls V: Skyrim by Bethesda Game Studios. The Thesis aims to identify the changes between the games representation of Norse mythology and the mythology itself, how the changes have been shaped by our contemporary society, how these changes can be explained, and finally if similar phenomenon can be observed in other games based on or using Norse mythology as inspiration. Some of these changes are for example how the Fimbulvinter and Ragnarök starts with Baldur’s death, the climate of places such as Niflheim and Muspelheim, the heavy usage of strong female characters, and the origins of certain gods, like Mimir for example. Hopefully, this thesis can be used as a basis and inspiration for thesis and studies done in this or closely related subjects in future studies. The rest of the thesis is written in Swedish.
3

God of War: Masculinity and Fatherhood Through Procedural Rhetoric

Morgan, Andrew A. 01 January 2020 (has links)
Video games and academia have a long history with one another. Academic researchers have continued to debate the extent to which video games can materialize real world effects. In this thesis, I employ procedural rhetoric and feminist scholarship to analyze the rhetorical power of God of War. I focus on the game’s immersive procedures and the performances of masculinity from Kratos, Atreus, and Baldur. These three characters all perform different masculinities, and their interactions with one another inform the game’s portrayal of masculinity and fatherhood. By engaging in violence and depicting nuanced performances of masculinity, God of War positions the player to recognize harmful hegemonic masculine norms and their effects on men and their relationships. This is rhetorically significant, as God of War’s interrogation of hegemonic masculinity encourages players to interrogate hegemonic masculine norms in the material world.
4

Answering the Call of Duty: Composition Pedagogy Problems, Multimodal Solutions, and Gaming Literacies

Kuechenmeister, Bobby James 21 June 2011 (has links)
No description available.

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