Detalhes bibliográficos
Ano de defesa: |
2015 |
Autor(a) principal: |
Silva, Anderson Gonçalves Barbosa
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Orientador(a): |
Lyra, Maria Bernadette Cunha de |
Banca de defesa: |
Não Informado pela instituição |
Tipo de documento: |
Dissertação
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Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Universidade Anhembi Morumbi
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Programa de Pós-Graduação: |
Programa de Pós-Graduação Mestrado em Comunicação
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Departamento: |
Universidade Anhembi Morumbi::Diretoria de Pesquisa e Pós-graduação Stricto Sensu
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País: |
Brasil
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Palavras-chave em Português: |
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Área do conhecimento CNPq: |
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Link de acesso: |
http://sitios.anhembi.br/tedesimplificado/handle/TEDE/1650
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Resumo: |
Lost is an audiovisual series (2004-2010, JJ Abrams, Damon Lindelof, Carlton Cuse) that opted for innovate in front of a uncertainties scenario. The creators have developed a transmedia work that allowed the exploration of series’s fictional universe and multiplied the interaction between viewers and the show. The goal of "O jogo de Lost com o tempo: Uma análise do universo audiovisual" is to use the game concepts as tools for view the relationship between Lost and its audience. The spectator is invited to becoming a player able to hunt, collect and reorder the history fragments to mount your own particular puzzle game that containing answers about the enigmas and mysteries proposed. In a closer, the time can be seen as structuring element of the narrative and substance of the game pieces, allowing players to use their own experience to complete gaps left intentionally in the narrative. Lost must be played if the spectator wants to have complete proposal experience by its creators. |