• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 1
  • Tagged with
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 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 personagem em videogames - Avatar/Persona : no limiar entre o sujeito, a identidade virtual e a ?tica derridiana

Silva, Aline Concei??o Job da 16 March 2016 (has links)
Submitted by Setor de Tratamento da Informa??o - BC/PUCRS (tede2@pucrs.br) on 2017-02-06T13:58:27Z No. of bitstreams: 1 TES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdf: 2626687 bytes, checksum: dd316a4cbf1a57410b211af37faccefd (MD5) / Made available in DSpace on 2017-02-06T13:58:28Z (GMT). No. of bitstreams: 1 TES_ALINE_CONCEICAO_JOB_DA_SILVA_COMPLETO.pdf: 2626687 bytes, checksum: dd316a4cbf1a57410b211af37faccefd (MD5) Previous issue date: 2016-03-16 / Currently, video games occupy a prominent place among the popular cultural products and the number of people playing has grown considerably in recent decades. Thus, this thesis sought to understand how the process of identification come about between the player and her character/avatar in the simulated environment of the virtual game through the conditions of (im)possibility and of decidability according to the ethics of Jacque Derrida. Therefore, these processes were analyzed taking into consideration the relations established between the player and the game world through immersion, interaction, and agency; they may result in the construction of a fictional and virtual identity. The Elder Scrolls V: Skyrim and Journey were the analyzed games, because their structure for customization are opposed, since this possibility offers to the gamer the exercise of creating her own character. The bibliography was mainly from Theory of Literature, Game Studies and Philosophy. In addition to the analysis of the games, this thesis evaluated, through a survey, the habits of users and video game genres. The analyses of the games were made through the gameplays of the author of this thesis and from the evaluation of the interactions of players using their gameplays videos available on the internet video channels. The games analyzed allowed to list characteristics that enable the development of fictional and virtual identities, and also narrative, in the game world. The conditions of decidability had two poles: there are enough interactivity and possibilities of choices in The Elder Scrolls V: Skyrim, while in Journey this interaction is low; the conditions of (im)possibility are still well calculated by the gaming systems, then, it is for the subject player to perform singular events in her interaction with the game world. Therefore, the singular events decided and performed by each gamer are the ones that implicate in processess of identification built narratively in the games. ?Final? thoughts on the issue are for the future and for further research addressing the cultural relations between players and video games. / Os jogos de videogame ocupam, atualmente, um lugar de destaque entre os produtos culturais populares e o n?mero de pessoas que jogam tem crescido bastante nas ?ltimas d?cadas. Diante disso, esta tese buscou compreender como se d?o os processos de identifica??o entre a pessoa jogadora e sua personagem/avatar no ambiente simulado do jogo virtual por meio das condi??es de (im)possibilidade e de decidibilidade conforme a ?tica derridiana. Para tanto, esses processos foram analisados a partir das rela??es que a jogadora estabelece com o mundo do jogo pela imers?o, intera??o e ag?ncia, podendo culminar na constru??o de uma identidade virtual ficcional. Os jogos analisados foram The Elder Scrolls V: Skyrim e Journey, pois se op?em em sua estrutura customiz?vel, sendo que esta funcuinalidade j? oferece ? jogadora a cria??o de uma personagem sua (funcionando como um primeiro pilar de identifica??o). Foi utilizada bibliografia variada, principalmente da Teoria da Literatura, dos Game Studies e da Filosofia. Al?m de analisar os jogos, esta tese avaliou, atrav?s de um levantamento, os h?bitos de usu?rios e de usu?rias e de g?neros de videogames. As an?lises dos jogos foram realizadas atrav?s dos gameplays da autora desta tese e da avalia??o das intera??es de jogadores e de jogadoras diversas utilizando v?deos de gameplays disponibilizados em canais de v?deo da internet. Os jogos analisados permitiram elencar caracter?sticas que possibilitam a elabora??o de identidades virtuais ficcionais, e tamb?m narrativas, no mundo do jogo. As condi??es de decidibilidade apresentaram dois p?los: h? bastante interatividade e possibilidades de escolhas em The Elder Scrolls V: Skyrim, enquanto que em Journey essa intera??o ? baixa; as condi??es de (im)possibilidade ainda s?o bem determinadas pelos sistemas dos jogos, cabendo ? jogadora realizar eventos singulares na sua intera??o com o mundo do jogo. Nesse sentido, s?o os eventos singulares decididos e realizados por cada jogadora que implicam em processos identit?rios constru?dos narrativamente nos jogos. Pensamentos ?finais? sobre a quest?o toda esperam a continuidade de pesquisas que abordem as rela??es culturais entre as pessoas e os videogames.

Page generated in 0.0212 seconds