Literatura, videogames e leitura: intersemiose e interdisciplinaridade
Ano de defesa: | 2015 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Dissertação |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal do Espírito Santo
BR Mestrado em Letras UFES Programa de Pós-Graduação em Letras |
Programa de Pós-Graduação: |
Não Informado pela instituição
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Departamento: |
Não Informado pela instituição
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País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | http://repositorio.ufes.br/handle/10/1988 |
Resumo: | This work focuses on the videogame as a cultural object in interface with literature. This research is the development of a final project from 2012. On this occasion, we sought to extend the literature review on theories of videogame studies to answer the following questions: a) Which contemporary research has been developed and proposed as theoretical and methodological possibilities for videogame studies in its specificity as a cultural object, in addition to narratology studies?; b) Can videogames be used as source and object for studies and critical constitution of the self?; c) Can one “read” the game, establishing links with theoretical notions as representation, practice, appropriations, cultural object and cultural community as studied by Roger Chartier? After bibliographic and documentary research and systematic corpus analysis consisted of three videogames, Final Fantasy VII (1997), Grand Theft Auto San Andreas (2004) and God of War I (2005), it was verified that the humanistic studies of this cultural object have expanded, but the contribution of literary studies for the game studies field is modest. Thus, we propose, in interface with the historical and cultural discussions, new ways for reading this cultural object. |