Entre livros e games : jogando com Alice no País das Maravilhas
Ano de defesa: | 2020 |
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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 de Mato Grosso
Brasil Instituto de Linguagens (IL) UFMT CUC - Cuiabá Programa de Pós-Graduação em Estudos de Linguagem |
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://ri.ufmt.br/handle/1/4092 |
Resumo: | Between books and games: playing with Alice in Wonderland this is a research about double engagement of gamer-reader in adaptation as adaptation (HUTCHEON, 2011). In the context of digital literature or cyberliterature, this gamer-reader or player's profile plays video games and reads books, therefore our research corpus are the videogames American McGee's Alice (2000) and Alice: Madness Returns (2011), that was transcoded from the books Alice in Wonderland and Alice Through the Looking Glass (CARROLL, 2018). And our research question is: “How the gamer-reader reads an adaptation from Alice’s histories?”, whereas these games setting book's people in motion (REIS, 2016), that is, characters from our experiences with literature classics. In this sense, I first reflect on video games in literature and their circulation modes in the social sphere, taking adaptation as a point of cultural convergence (JENKINS, 2013). Therefore, I discuss questions that are own of transcoded video games regarding the art of storytelling. And finally, I analyze my gameplay moving through the articulated complexity of this dissertation, I reflect: on the types of gamer-reader engagement, the nature of storytelling and the path that make the character Alice, a living text in gamers- readers's imagination and literary productions. |