Detalhes bibliográficos
Ano de defesa: |
2020 |
Autor(a) principal: |
Rimi, Tulio Girelli |
Orientador(a): |
Santos, Rogério da Costa |
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
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Programa de Pós-Graduação: |
Programa de Estudos Pós-Graduados em Comunicação e Semiótica
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Departamento: |
Faculdade de Filosofia, Comunicação, Letras e Artes
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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://tede2.pucsp.br/handle/handle/23742
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Resumo: |
This researchintends to understand howethical and moral themes are built into videogame discourses in a way that affects the players’ decision-making moments. Through the years, specific mechanics in videogames were built that enabled players to change the course of that story; often including decisions that resulted in life or death for some characters. How are these narratives being constructed in such a way to accommodate such thematic complexity? Which characteristics make videogames such a viable way to express discussions relating to ethics and morality? That being said, this study is relevant within its field by analyzing videogames’ potential as ways of conveying content and meaning, contrasting the idea that they’re a superficial pastime; therefore, going beyond the common published studies regarding their responsibility in exposing players to sensitive topics and encouraging their deep research by communication professionals. To start off, the first chapter will address, via a bibliographical research, the main concepts of ethics and morality, together with religion’s influence on creating a moral code and contextualizing those concepts with examples of situations within videogames. The second chapter will present a brief timeline of how decision-making moments were implemented in videogames, containing examples ranging from 1985 to 2018 to understand how this mechanic evolved through time. The third chapter consists in analyzing the decision-making moments within UNDERTALE, chosen as the main videogame to be studied in this research. UNDERTALE’s temporality as well as the constant contact with the player themselves, going beyond their avatar, create a unique environment to analyze the impact of the players’ actions beyond the videogame space. This study ends by discussing some possible prognoses for future studies regarding this theme. Some of the main authors used are: Gilles Deleuze; Friedrich Nietzsche; Michel Foucault; Joshua Greene; José P. Zagal e Kirsten Pohl |