Detalhes bibliográficos
Ano de defesa: |
2020 |
Autor(a) principal: |
Romito, João Victor
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Orientador(a): |
Longhi, Carla Reis
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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: |
Pontifícia Universidade Católica de São Paulo
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Programa de Pós-Graduação: |
Programa de Estudos Pós-Graduados em História
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Departamento: |
Faculdade de Ciências Sociais
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País: |
Brasil
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Palavras-chave em Português: |
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Palavras-chave em Inglês: |
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Área do conhecimento CNPq: |
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Link de acesso: |
https://repositorio.pucsp.br/jspui/handle/handle/23974
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Resumo: |
Electronic games (also known as video games) today constitute a large part of the entertainment industry, becoming an integral part of contemporary culture. Understanding that games have established their own narrative form from different media (comics, cinema, television, among others) the study will seek to analyze this new media within its historical perspective, thus paying attention to the study of a new type font. Therefore, an analysis will be made (which is not intended to be a semiotic analysis, however some of its concepts methodologically support the research) of the first three games of the Metal Gear franchise started in 1987, aiming to understand the relationships that these games establish with certain themes. in vogue during its production context, such as the prospect of breaking international power through the end of the logic of bipolarity, the construction of a discourse that the United States, once the guardian of the non-communist bloc, should now assume a guardian role “ worldwide ”(Metal Gear, 1987 and Metal Gear 2: Solid Snake); the transformation of the issue of terrorism, which in the 1960s was linked to the struggles of groups for independence and autonomy in a given territory, but since the 1990s it gains a new aspect, being used to define a wide range of conflicts involving non-state actors (Metal Gear Solid 1998) |