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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

Comunicação, consumo e colecionismo: produção de memórias e práticas identitárias do fã-colecionador de estátuas e dioramas bishoujo

Silva, Wagner Alexandre 27 March 2015 (has links)
Made available in DSpace on 2016-10-13T14:10:22Z (GMT). No. of bitstreams: 1 Wagner Alexandre Silva.pdf: 3888345 bytes, checksum: edc97b19e24930dc64474d55a9e1598b (MD5) Previous issue date: 2015-03-27 / This thesis analyzes the sign production of bishoujo statues and dioramas, under the perspective of Communication, Consumption and Memory in the current context, and how important is its collecting for the maintenance of the records of the fans memory. This thesisrefers to the hybridization of pop culture and highlights its hybridization with the Japanese pop culture, allowing the conception of a socioeconomic and cultural individual emerged in this context, named as fan-collector. Through the testimonials of fans and collectors and the analysis of images and illustrations, also grounded by the studies of the theories of the concepts of intellectuals and mass culture presented by Edgar Morin (2002); of fans, brought by Cornell Sandvoss (2005); of collectors and collecting, discussed by Walter Benjamin (2009) and Jean Baudrillard (2008); of memory, conceived by Iuri Lotman (1981) and Andreas Huyssen (2000); of shôjo mangá and Japanese pop culture, established by Sônia Luyten (2015), Yuji Gushiken (2013) and Michiko Okano (2015); of cosplay, developed by Mônica Nunes (2014;2015); of communication and consumption, conceived by Grant McCracken (2003); of identity, proposed by Manuel Castells (2000); and hybrid cultures, presented by Néstor García Canclini (2013), and other authors related to the study developed by this thesis, we sought to assess how the consumption of bishoujo statues and dioramas has contributed in fan and collector memories operation, in the cosplay scene recoding and in the identity construction of the fan-collector. / Esta dissertação analisa a produção sígnica das estátuas e dioramas bishoujo, sob a ótica do campo da Comunicação, do Consumo e da Memória no contexto atual, e o quão importante é o seu colecionismo para a manutenção dos registros de memória do fã e do colecionador. O trabalho se refere à hibridização da cultura pop e destaca a ocorrida com a cultura pop japonesa, de modo a permitir conceituar um ator sócio-econômico-social surgido, neste contexto, denominado como fã-colecionador. Por intermédio de depoimentos de fãs e colecionadores e da análise de imagens e ilustrações, e fundamentado teoricamente pelos conceitos de cultura de massa e imaginários apresentados por Edgar Morin (2002); de fãs, trazidos por Cornell Sandvoss (2005); de colecionador e coleção, discutidos por Walter Benjamin (2009) e Jean Baudrillard (2008), de memória, concebidos por Iuri Lotman (1981) e por Andreas Huyssen (2000), de shôjo mangá e cultura pop japonesa, demonstrados por Sônia Luyten (2005), Yuji Gushiken (2013) e Michiko Okano (2015), de cena cosplay, desenvolvido por Mônica Nunes (2014; 2015); de comunicação e consumo, elaborados por Grant McCracken (2003); de identidade, proposto por Manuel Castells (2000); e culturas híbridas, apresentados por Néstor García Canclini (2013), e demais autores ligados ao estudo desenvolvido, buscou-se avaliar como o consumo das estátuas e dioramas bishoujo tem contribuído na operação de memórias do fã e do colecionador, na recodificação da cena cosplay e na construção identitária do fã-colecionador.
2

Entre amour de l’autre et navigation d’embranchements narratifs : la jouabilité double du visual novel

Sacy, Fabienne 11 1900 (has links)
Au moment de déposer ce mémoire, la base de données créée par les fans, pour les fans nommée The Visual Novel Database (https://vndb.org/) liste plus de 37 000 visual novels. Ce corpus non- négligeable demeure peu abordé dans la recherche vidéoludique, particulièrement dans une perspective englobant les différents sous-genres qui lui sont associé, telles que « simulateur de drague » (dating simulator), jeu bishoujo ou jeu otome. Ce mémoire se penche sur des éléments culturels et de jouabilité récurrents dans ces sous-catégories à l’aide des études des genres (gender studies), des études queer, des études otaku et des études narratologiques. Il propose un cadre conceptuel afin d’articuler l’expérience particulière qu’offrent les visual novels, l’employant ensuite pour les analyses des jeux Psychedelica of the Black Butterfly (STING & Otomate, 2015), Hustle Cat (Date Nighto, 2016) et Gnosia (Petit Depotto, 2021). / At the time of handing in this thesis, the database created by fans, for fans called The Visual Novel Database (https://vndb.org/) lists over 37,000 visual novels. This significant corpus remains barely addressed in videogame research, particularly from the perspective of the various sub-genres associated with it, such as dating simulator, bishoujo game and otome game. This dissertation examines recurring cultural and gameplay elements in these subcategories using gender studies, queer studies, otaku studies and narratological studies. It proposes a conceptual framework to articulate the distinct experience that visual novels offer, before employing it to analyze the games Psychedelica of the Black Butterfly (STING & Otomate, 2015), Hustle Cat (Date Nighto, 2016) and Gnosia (Petit Depotto, 2021).

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