Peste, trevas e telas: Camus, Conrad e Dying Light

Gespeichert in:
Bibliographische Detailangaben
1. Verfasser: Hessel, Lucas Mendes
Publikationsdatum: 2021
Format: Master thesis
Sprache: por
Quelle: Repositório Institucional da UPF
Download full: https://repositorio.upf.br/handle/123456789/8518
Zusammenfassung: The present dissertation proposes to reflect on the approximation between the narratives that reside both in literary works, and as contained in a more recent media, in video games. The intention of this work is to analyze aesthetic productions, in dialogue, in different supports, considering the works Heart of Darkness (2002), by Joseph Conrad, The Plague (2008), by Albert Camus and the video game Dying Light (2015), by Polish developer Techland, drawing parallels between coexisting and intertextual diegeses, even if in different supports and codes and in textual games with different reception and interaction statutes. Therefore, in the first chapter of this text, we will do, from the perspective of Lucia Santaella (2014), the conceptualization of the reader, both of literature and that subject who reads and interacts with a narrative that is displayed on screens, through his interaction with the virtualized content that consists of a video game. We will also conceptualize, under the vision of Johan Huizinga (2019), what the game consists of, not only as a consequence of the existence of human society, but in its essence, as an undeniable reality above men. As a bridge between games and literature, we will have the contribution of Alan Richard da Luz (2010) and his studies on the video game, which will allow us to prove how narrative possibilities exist in the virtualization of games, which is the essence of video games. On the virtual and its manifestations, we will have Pierre Lévy (1996) elucidating important questions to the theme. At the beginning of this dissertation, we will exemplify how intertext and dialogue between videogames and literature can take place. Then, this work selected principally to video games, its logic and internal mechanics, as well as certain characteristics inherent to the media it represents, observed as possibilities of reading in the various titles available to consumers of video games. Ahead, we analyze dialogical and intertextual elements existing between three works already stated, two literary and one electronic. Again, the objective of the analysis is to recognize the intertextual and dialogical movements that transit between the three works, realizing that the video game, like literature, is capable of reading, interpreting and reflecting the one who reads, proving its inherent artistic value and its impact in contemporary society.
_version_ 1871607620543971328
author Hessel, Lucas Mendes
author_browse Hessel, Lucas Mendes
author_facet Hessel, Lucas Mendes
author_role author
collection Repositório Institucional da UPF
dc.contributor.author.fl_str_mv Hessel, Lucas Mendes
dc.contributor.none.fl_str_mv Rettenmaier, Miguel
http://lattes.cnpq.br/9201120360134334
dc.date.none.fl_str_mv 2021-04-06
2025-05-27T15:02:34Z
dc.format.none.fl_str_mv application/pdf
application/pdf
dc.identifier.uri.fl_str_mv HESSEL, Lucas Mendes. Peste, trevas e telas: Camus, Conrad e Dying Light. 2021. 136 f. Dissertação (Mestrado em Letras) - Universidade de Passo Fundo, Passo Fundo, RS, 2021.
https://repositorio.upf.br/handle/123456789/8518
dc.language.iso.fl_str_mv por
dc.publisher.none.fl_str_mv Universidade de Passo Fundo
Instituto de Filosofia e Ciências Humanas - IFCH
Brasil
UPF
Programa de Pós-Graduação em Letras
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
dc.source.none.fl_str_mv reponame:Repositório Institucional da UPF
instname:Universidade de Passo Fundo (UPF)
instacron:UPF
dc.subject.por.fl_str_mv Vídeo games
Intertextualidade
Jogos eletrônicos
Literatura e tecnologia
LINGUISTICA, LETRAS E ARTES
dc.title.none.fl_str_mv Peste, trevas e telas: Camus, Conrad e Dying Light
Plague, Darkness and Screens: Camus, Conrad and Dying Light
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
description The present dissertation proposes to reflect on the approximation between the narratives that reside both in literary works, and as contained in a more recent media, in video games. The intention of this work is to analyze aesthetic productions, in dialogue, in different supports, considering the works Heart of Darkness (2002), by Joseph Conrad, The Plague (2008), by Albert Camus and the video game Dying Light (2015), by Polish developer Techland, drawing parallels between coexisting and intertextual diegeses, even if in different supports and codes and in textual games with different reception and interaction statutes. Therefore, in the first chapter of this text, we will do, from the perspective of Lucia Santaella (2014), the conceptualization of the reader, both of literature and that subject who reads and interacts with a narrative that is displayed on screens, through his interaction with the virtualized content that consists of a video game. We will also conceptualize, under the vision of Johan Huizinga (2019), what the game consists of, not only as a consequence of the existence of human society, but in its essence, as an undeniable reality above men. As a bridge between games and literature, we will have the contribution of Alan Richard da Luz (2010) and his studies on the video game, which will allow us to prove how narrative possibilities exist in the virtualization of games, which is the essence of video games. On the virtual and its manifestations, we will have Pierre Lévy (1996) elucidating important questions to the theme. At the beginning of this dissertation, we will exemplify how intertext and dialogue between videogames and literature can take place. Then, this work selected principally to video games, its logic and internal mechanics, as well as certain characteristics inherent to the media it represents, observed as possibilities of reading in the various titles available to consumers of video games. Ahead, we analyze dialogical and intertextual elements existing between three works already stated, two literary and one electronic. Again, the objective of the analysis is to recognize the intertextual and dialogical movements that transit between the three works, realizing that the video game, like literature, is capable of reading, interpreting and reflecting the one who reads, proving its inherent artistic value and its impact in contemporary society.
eu_rights_str_mv openAccess
format masterThesis
id UPF_3ecfd3e38ebeb4692b2e78f488f897bf
identifier_str_mv HESSEL, Lucas Mendes. Peste, trevas e telas: Camus, Conrad e Dying Light. 2021. 136 f. Dissertação (Mestrado em Letras) - Universidade de Passo Fundo, Passo Fundo, RS, 2021.
instacron_str UPF
institution UPF
instname_str Universidade de Passo Fundo (UPF)
language por
network_acronym_str UPF
network_name_str Repositório Institucional da UPF
oai_identifier_str oai:repositorio.upf.br:123456789/8518
publishDate 2021
publishDateSort 2021
publisher.none.fl_str_mv Universidade de Passo Fundo
Instituto de Filosofia e Ciências Humanas - IFCH
Brasil
UPF
Programa de Pós-Graduação em Letras
reponame_str Repositório Institucional da UPF
repository.mail.fl_str_mv jucelei@upf.br||biblio@upf.br
repository.name.fl_str_mv Repositório Institucional da UPF - Universidade de Passo Fundo (UPF)
repository_id_str 1610
spelling Peste, trevas e telas: Camus, Conrad e Dying LightPlague, Darkness and Screens: Camus, Conrad and Dying LightVídeo gamesIntertextualidadeJogos eletrônicosLiteratura e tecnologiaLINGUISTICA, LETRAS E ARTESThe present dissertation proposes to reflect on the approximation between the narratives that reside both in literary works, and as contained in a more recent media, in video games. The intention of this work is to analyze aesthetic productions, in dialogue, in different supports, considering the works Heart of Darkness (2002), by Joseph Conrad, The Plague (2008), by Albert Camus and the video game Dying Light (2015), by Polish developer Techland, drawing parallels between coexisting and intertextual diegeses, even if in different supports and codes and in textual games with different reception and interaction statutes. Therefore, in the first chapter of this text, we will do, from the perspective of Lucia Santaella (2014), the conceptualization of the reader, both of literature and that subject who reads and interacts with a narrative that is displayed on screens, through his interaction with the virtualized content that consists of a video game. We will also conceptualize, under the vision of Johan Huizinga (2019), what the game consists of, not only as a consequence of the existence of human society, but in its essence, as an undeniable reality above men. As a bridge between games and literature, we will have the contribution of Alan Richard da Luz (2010) and his studies on the video game, which will allow us to prove how narrative possibilities exist in the virtualization of games, which is the essence of video games. On the virtual and its manifestations, we will have Pierre Lévy (1996) elucidating important questions to the theme. At the beginning of this dissertation, we will exemplify how intertext and dialogue between videogames and literature can take place. Then, this work selected principally to video games, its logic and internal mechanics, as well as certain characteristics inherent to the media it represents, observed as possibilities of reading in the various titles available to consumers of video games. Ahead, we analyze dialogical and intertextual elements existing between three works already stated, two literary and one electronic. Again, the objective of the analysis is to recognize the intertextual and dialogical movements that transit between the three works, realizing that the video game, like literature, is capable of reading, interpreting and reflecting the one who reads, proving its inherent artistic value and its impact in contemporary society.A presente dissertação se propõe a refletir sobre a aproximação entre as narrativas que residem tanto em obras literárias, quanto as contidas em uma mídia mais recente, os videogames. A intenção deste trabalho é analisar produções estéticas, em diálogo, em suportes distintos, considerando as obras Coração das Trevas (2002), de Joseph Conrad, A Peste (2008), de Albert Camus e o videogame Dying Light (2015), da desenvolvedora polonesa Techland, traçando paralelos entre as diegeses coexistentes e intertextuais, mesmo que em suportes e códigos diferenciados e em jogos textuais de distintos estatutos de recepção e interação. Para tanto, no primeiro capítulo deste texto, faremos, sob a ótica de Lucia Santaella (2014), a conceitualização do leitor, tanto de literatura quanto daquele sujeito que lê e interage com a narrativa que é apresentada em telas, através de sua interação com o conteúdo virtualizado em que consiste um videogame. Conceituaremos, também, sob a visão de Johan Huizinga (2019), no que consiste o jogo, não somente como consequência da existência da sociedade humana, mas em sua essência, como inegável realidade acima dos homens. Como ponte entre os jogos e a literatura, teremos o aporte de Alan Richard da Luz (2010) e seus estudos sobre o videogame, o que nos permitirá comprovar as possibilidades narrativas existentes na virtualização dos jogos, que é no que consiste a essência dos videogames. Sobre o virtual e suas manifestações, teremos Pierre Lévy (1996) elucidando questões pertinentes ao tema. No começo desta dissertação, exemplificaremos como pode se dar o intertexto e o diálogo entre videogames e literatura. Em seguida, este trabalho dará ênfase maior aos videogames, sua lógica e mecânica interna, assim como determinadas características inerentes à mídia que representa, observadas as possibilidades de leitura nos diversos títulos disponíveis aos consumidores de videogames. Adiante, analisaremos elementos dialógicos e intertextuais existentes entre três obras já referidas, duas literárias e uma eletrônica. Reiterando, o objetivo da análise é reconhecer os movimentos intertextuais e dialógicos que transitam entre as três obras, constatando que o videogame, assim como a literatura, é passível de leitura, interpretação e reflexão daquele que o lê, comprovando seu valor artístico inerente e seu impacto na sociedade contemporânea.Universidade de Passo FundoInstituto de Filosofia e Ciências Humanas - IFCHBrasilUPFPrograma de Pós-Graduação em LetrasRettenmaier, Miguelhttp://lattes.cnpq.br/9201120360134334Hessel, Lucas Mendes2025-05-27T15:02:34Z2021-04-06info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfapplication/pdfHESSEL, Lucas Mendes. Peste, trevas e telas: Camus, Conrad e Dying Light. 2021. 136 f. Dissertação (Mestrado em Letras) - Universidade de Passo Fundo, Passo Fundo, RS, 2021.https://repositorio.upf.br/handle/123456789/8518porinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UPFinstname:Universidade de Passo Fundo (UPF)instacron:UPF2025-12-30T20:10:47Zoai:repositorio.upf.br:123456789/8518Repositório InstitucionalPRIhttp://repositorio.upf.br/oai/requestjucelei@upf.br||biblio@upf.bropendoar:16102025-12-30T20:10:47Repositório Institucional da UPF - Universidade de Passo Fundo (UPF)
spellingShingle Peste, trevas e telas: Camus, Conrad e Dying Light
Hessel, Lucas Mendes
Vídeo games
Intertextualidade
Jogos eletrônicos
Literatura e tecnologia
LINGUISTICA, LETRAS E ARTES
status_str publishedVersion
title Peste, trevas e telas: Camus, Conrad e Dying Light
title_full Peste, trevas e telas: Camus, Conrad e Dying Light
title_fullStr Peste, trevas e telas: Camus, Conrad e Dying Light
title_full_unstemmed Peste, trevas e telas: Camus, Conrad e Dying Light
title_short Peste, trevas e telas: Camus, Conrad e Dying Light
title_sort Peste, trevas e telas: Camus, Conrad e Dying Light
topic Vídeo games
Intertextualidade
Jogos eletrônicos
Literatura e tecnologia
LINGUISTICA, LETRAS E ARTES
url https://repositorio.upf.br/handle/123456789/8518