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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

Literatura, videogames e leitura : intersemiose e interdisciplinaridade

Lemos, Adriana Falqueto 25 February 2015 (has links)
Submitted by Maykon Nascimento (maykon.albani@hotmail.com) on 2015-11-12T18:47:01Z No. of bitstreams: 2 license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) Literatura videogames e leitura intersimiose e multidisciplinaridade.pdf: 2299964 bytes, checksum: cbaedf311e1fee20bde30b8057becebd (MD5) / Approved for entry into archive by Patricia Barros (patricia.barros@ufes.br) on 2016-06-30T13:11:32Z (GMT) No. of bitstreams: 2 license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) Literatura videogames e leitura intersimiose e multidisciplinaridade.pdf: 2299964 bytes, checksum: cbaedf311e1fee20bde30b8057becebd (MD5) / Made available in DSpace on 2016-06-30T13:11:32Z (GMT). No. of bitstreams: 2 license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) Literatura videogames e leitura intersimiose e multidisciplinaridade.pdf: 2299964 bytes, checksum: cbaedf311e1fee20bde30b8057becebd (MD5) / FAPES / Este é um trabalho com enfoque no videogame como objeto cultural em interface com a literatura. Esta pesquisa se deu como continuidade ao trabalho de conclusão de curso de 2012. Nesta ocasião, buscou-se ampliar a pesquisa bibliográfica sobre teorias de estudos de videogames que pudessem responder às seguintes perguntas: a) O que a pesquisa contemporânea tem elaborado e proposto como possibilidades teórico-metodológicas para os estudos de videogames em sua especificidade como objeto cultural, para além dos estudos de narratologia?; b) Os videogames podem ser utilizados como fonte e objeto de apreciação e formação crítica?; c) É possível “ler” o videogame, dialogando com noções teóricas como representação, prática, apropriações, objeto cultural e comunidade cultural, estudadas por Roger Chartier? Depois de pesquisa bibliográfico-documental e sistemática análise do corpus formado por três jogos, Final Fantasy VII (1997), Grand Theft Auto San Andreas (2004) e God of War I (2005), verificou-se que os estudos humanísticos sobre o objeto cultural videogame têm se ampliado, mas que a contribuição dos estudos literários para o campo do game studies ocorre de forma escassa. Desse modo, propomos, em interface com as discussões histórico-culturais, novas chaves de leitura para esse objeto cultural. / This work focuses on the videogame as a cultural object in interface with literature. This research is the development of a final project from 2012. On this occasion, we sought to extend the literature review on theories of videogame studies to answer the following questions: a) Which contemporary research has been developed and proposed as theoretical and methodological possibilities for videogame studies in its specificity as a cultural object, in addition to narratology studies?; b) Can videogames be used as source and object for studies and critical constitution of the self?; c) Can one “read” the game, establishing links with theoretical notions as representation, practice, appropriations, cultural object and cultural community as studied by Roger Chartier? After bibliographic and documentary research and systematic corpus analysis consisted of three videogames, Final Fantasy VII (1997), Grand Theft Auto San Andreas (2004) and God of War I (2005), it was verified that the humanistic studies of this cultural object have expanded, but the contribution of literary studies for the game studies field is modest. Thus, we propose, in interface with the historical and cultural discussions, new ways for reading this cultural object.

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