A construção da imagem realista em jogos de videogame: um estudo sobre as representações imagéticas nos games de nova geração

Detalhes bibliográficos
Ano de defesa: 2008
Autor(a) principal: Lima, Carlos William Ferreira de lattes
Orientador(a): Santaella, Lucia
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Pontifícia Universidade Católica de São Paulo
Programa de Pós-Graduação: Programa de Estudos Pós-Graduados em Comunicação e Semiótica
Departamento: Comunicação
País: BR
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://tede2.pucsp.br/handle/handle/5053
Resumo: Videogames nowadays represent new ways of hypermediatic language, that is, complex narratives in features of games, in which users, known as interactors, are introduced with the purpose of having fun. In a short period of time, games have become an environment where different forms of communication are introduced in an interactive mode, providing gamers a feeling of immersion in such narratives. Having been launched together with new models of console, produced by Microsoft (X-Box 360) and Sony (Playstation 3), games depict graphical representations in its hypermediatic narratives which are almost realistic, exploring the high capacity of data processing of these consoles. This Master dissertation aims at providing an understanding of the reasons why three dimensional images that have realistic aspect in games of new generations appeal and promote the membership of interactors playing these games. With the help of concepts taken from Semiotics of Images, more focused on Peircean Semiotics, and with the help of works developed by Lúcia Santaella, Rogério Tavares, Sérgio Nesteriuk and Alexander Galloway, it is expected that the reader will understand how the use of such realistic images can cause a psychological adherence that stimulates the gamer s actions, deepening on the feeling of immersion in a hypermediatic narrative One of the clearest features of images with realistic reproduction lies in the interactive depth that they provoke, as deep as not making the interactor aware that he is before a digital reproduction of an environment or even a photographical image or an imagine portrayed in cinematography. The method of this study will be developed through the analysis of a corpus of games in which realistic images reach a level of accentuated simulation, bearing in mind the specific role that they represent in the dynamic process of the interactor and the game. Regarding the studies of the authors previously mentioned - which were also related to videogames and the help of semiotics - and this research, it was found positive responses for the questions mentioned above. Using theoretical studies, we could show the role of such realistic image in the virtual simulation of spaces and reality. We were also able to diagnose that these images have stronger effect or not depending on the type of interactor who manipulates them, as presented by Alexander Galloway. The realistic images in videogames play an important role in the sense that they bring the gamer inside the game and through the way of controlling, they interact with these images and adhere to the narrative presented, as if they were part of the image