Detalhes bibliográficos
Ano de defesa: |
2018 |
Autor(a) principal: |
Vieira, Pedro Henrique de Oliveira
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Orientador(a): |
Baitello Junior, Norval |
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 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/20911
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Resumo: |
This research aims to study the myth of the end of times in different cultures and the relation in which these stories interact with contemporary media. Those apocalyptical myths sustain the dread humans have toward their finitude, a fear which end up being rescued by mediatic productions such as videogames. In this way, it is possible to analyze the way in which the imaginary of these eschatological stories are able to influence digital games thematically and then stimulate the environment of this media. To accomplish this study, first it is necessary to comprehend the formation of an apocalyptical noosphere from the development of these eschatological myths, regarding the concept of Morin’s noosphere (2011). Following that, it is possible to analyze the formation of a apocalyptical imaginary, guided by the studies about image and its symbolic nature of Durand (2012). This imaginary is reconfigured by the videogame environment, in a way that the study about composition of this environment was required, taking into account the concept of environment proposed by Baitello (2007). A study about the creative processes in this media was also required, employing or that the ideas from Musso (2004) and Salles (2006). The concept of chronological time was also analyzed, in order to demonstrate how this idea is important for the development of a human fear about the end. Since the comprehension of this mythological imaginary should be made inside the environment of a medium such as videogames, it was required to study the composition of a digital games environment and how it could provide the development of an eschatological imaginary. The analysis of three selected videogames works were realized (“The Legend of Zelda: The Wind Waker”, “Chrono Trigger” and “The Last of Us”) which demonstrate the capacity of referencing the eschatological imaginary in its narratives starting from the intrinsic devices of its structure. In this way, it is possible to comprehend how the digital games maintain alive now only the human fear about the ending of a chronological time so distinctive of the apocalyptical myths, but also of its capacity to offer some salvation in the end |