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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

O game The Grand Theft Auto V como rede de letramentos: um estudo de caso

Oliveira, Vinícius Oliveira de 04 December 2015 (has links)
Submitted by Cristiane Chim (cristiane.chim@ucpel.edu.br) on 2016-12-14T12:34:17Z No. of bitstreams: 1 Vinícius dissertação biblioteca.pdf: 3547787 bytes, checksum: 9dac22034b8705d80dbecf81c82ae05a (MD5) / Made available in DSpace on 2016-12-14T12:34:17Z (GMT). No. of bitstreams: 1 Vinícius dissertação biblioteca.pdf: 3547787 bytes, checksum: 9dac22034b8705d80dbecf81c82ae05a (MD5) Previous issue date: 2015-12-04 / Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq# / #-2555911436985713659# / #600 / Being grounded in the consideration that games are texts (MAGNANI, 2008), Network Literacy (BUZATO, 2009, 2012a, 2012b, 2014) and sites of engagement (SCOLLON, 2001, NORRIS, 2004) my aim, in this dissertation, is analyzing the semiotic and discursive course of a subject that plays the game The Grand Theft Auto V. The reason for choosing is justified by two aspects: 1) It is an adult game that, in other words, needs many hours to be played, according to what Gee (2007) points out. 2) It deeply characterizes the cultural universe of the students, because this game has sold, according to the newzoo site, thirty four million copies in thirteen months since its release. This purpose is justified by the fact that, if we want to idealize proper schools and/or pedagogies for games, in the educational sphere, we have to, at first, analyze the complex discursive and semiotic process that characterize their playing. The theoretical background of this dissertation is divided into four chapters: 1) The state of art videogame studies. 2) Literacy: One theme and three turns. 3) Games and the produce of meaning. 4) Mediated Discourse Analysis. Methodologically, I use an online monitoring software called Open Broadcaster Software (OBS) in order to analyze all spaces that the subject goes while he is playing this game. This way to do ethnography is called Connective Ethnography (LEANDER e MCKIM, 2003; LEANDER E LOVORN, 2006), because it traces the person’s activity as online, as offline. Besides it, the questionnaire that was previously applied in order to analyze the subject’s profile. The results of this study showed that the analyzed subject had mobilized two different kinds of literacies: 1) Literacy in the web pages. 2) Literacies in the virtual world of the game. In these second kind of literacies, the analyzed subject used to assimilate the Discourses of the game that made the avatar become a killer, or a robber, for example. / Estando ancorado na consideração de que os games são ora textos (MAGNANI, 2008), ora Letramentos em Rede (BUZATO, 2009, 2012a,2012b, 2014), ora sítios de engajamento (SCOLLON, 2001, NORRIS, 2004), busco, nesta dissertação, analisar o percurso semiótico e discursivo de um sujeito que joga o game The Grand Theft Auto V. O motivo para escolher este jogo está justificado em dois aspectos principais: 1) Trata-se de um jogo adulto, ou seja, exige várias horas para ser praticado, conforme Gee (2007) aponta. 2) Caracteriza sobremaneira o universo cultural dos sujeitos que estão na escola, fato notado pelo marcante volume de vendas destacado pelo site newzoo – trinta e quatro milhões de cópias em treze meses desde seu lançamento. Essa proposta se justifica pelo fato de que, para pensarmos em escolas e/ou pedagogias, que sejam responsivas aos games, na esfera educacional, devemos, primeiramente, analisar os processos complexos, semióticos e discursivos que caracteriza seu jogar. O referencial teórico deste trabalho é dividido em quatro capítulos: 1) O estado da arte nos estudos de videogame. 2) Letramento: Um tema e três Viradas. 3) Games e produção de sentido. 4) Análise do Discurso Mediado. Metodologicamente, uso o software de monitoramento online Open Broadcaster Software (OBS) para analisar todos os espaços que o sujeito percorre enquanto joga o game. Essa forma de etnografia empregada é chamada de etnografia conectiva (LEANDER e MCKIM, 2003; LEANDER E LOVORN, 2006), pois rastreia a atividade do sujeito, tanto online, quanto off-line. Soma-se a isso o questionário previamente aplicado, cujo objetivo era analisar o perfil do sujeito. Os resultados desse percurso revelaram que o sujeito analisado mobilizou dois tipos diferentes de letramentos: 1) Letramentos em páginas da web. 2) Letramentos no mundo virtual do game. Nesses últimos letramentos, o analisado acabava assimilando os Discursos do game que, ora revelavam o avatar do jogador como um matador, ora o revelavam como um ladrão, por exemplo.
2

Kvinnotyperna i Grand Theft Auto V : En narrativ analys av kvinnliga karaktärer i tv-spelet Grand Theft Auto V.

Bång Öberg, Fredrik, Johansson, Jonas January 2018 (has links)
In the thesis, the authors investigate how the women in the videogame Grand Theft Auto V are being portrayed in three different walkthrough videos on YouTube. With the aid of theorist Mieke Bal and her narratology terms, the authors of the thesis can examine the characters. The academic theories used for the thesis are gender, representation, videogame and the male gaze, as well as narratology. The issues being handled in this study are meant to answer how the portrayal of women characters are, and how the different portrayals differ from the represented characters. The third issue describes how women are being treated by the protagonists in the videogame. Over the course of the study, the authors found that the majority of the characters are described as flat in the videogame, and maintains a stereotypical image. This stereotypical portrayal commence from sexual references and treatment from the protagonists. However, a few characters can be described as round. These characters develops with time. There are also examples from the study that shows that there are characters who portray a dominant personality, therefore breaking the common pattern.

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