Ret?rica procedural moral em Dragon Age Inquisition

Detalhes bibliográficos
Ano de defesa: 2020
Autor(a) principal: Weizenmann, Henrique In?cio lattes
Orientador(a): Gerbase, Carlos lattes
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Pontif?cia Universidade Cat?lica do Rio Grande do Sul
Programa de Pós-Graduação: Programa de P?s-Gradua??o em Comunica??o Social
Departamento: Escola de Comunica??o, Arte e Design
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: http://tede2.pucrs.br/tede2/handle/tede/9214
Resumo: The present work intends to analyze what it calls Moral Procedural Rhetoric present in Dragon Age Inquisition. To this end, the first moment of the work addresses the theme of games, digital games and expose the theory of procedural rhetoric. The reasoning about Procedural Rhetoric is based on Huizinga (1950), who approaches games from a sociological perspective. Also Salen and Zimmerman (2003) are used to make an overview of various approaches and theories of games and summarize them in their work. Rouse III (2005) is consulted for focusing specifically on the development of digital games. Having based the sociological and digital part on games, Ian Bogost's (2007) theory of Procedural Rhetoric is addressed. This work is based on Huizinga's (1950) conception that the game, the playful, is essentially composed of a player's attitude that, in the words of Salen and Zimmerman (2003), challenges a system whose characteristics are Rouse III (2005) helps to elucidate. From this experience of a game comes a speech from the developers to the player. To constitute what is called Moral Procedural Rhetoric, the present work is based on the assumptions of Natural Law, as approached by Rhonheimer (2006). Other authors are used to complement the discussion, such as Peterson (2018), Finnis (2006) and Brooks (2014). The authors are presented with a critical approach, contextualizing their writings with the other elements that surround their works. It is considered that there is a resemblance to the deistic perspective of the worked authors and the fact that games are developed to express something. That is, the game universe and the real universe are physically and morally constituted, so that moral experience cannot be totally dissociated from world experience as such. The following describes the digital game Dragon Age Inquisition (2014) and then it is constituted as an object of study highlighting the specific and narrative aspects of the choices it presents, as well as the relationships between the choices and the rewards. From this construction, the analysis of Moral Procedural Rhetoric is made based on the assumption that the experience of the world is always a moral experience and that, therefore, the best rewards the title gives players are for their actions indicate the best actions, according to the developers' conception. This is because the rewards work, in the words of Rouse III (2005) as a feedback of what the player is doing. Given that the best rewards lie behind decisions that often require the player to use the game's most complex mechanics, they also require him to be aware of the logic the title presents, meaning, the logic of the universe it is being experiencied in the game. It?s noted that Dragon Age Inquisition presents a Prudence Rhetoric, manifested by the title's effort to express to the player what he is doing, how he will do it, and what the consequences of his actions will be before he makes the final decision. In this way, he will be able to be aware of the results of his choices before making them.
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spelling Gerbase, Carloshttp://lattes.cnpq.br/4409574076875237http://lattes.cnpq.br/8253858523127362Weizenmann, Henrique In?cio2020-08-06T18:02:19Z2020-03-11http://tede2.pucrs.br/tede2/handle/tede/9214The present work intends to analyze what it calls Moral Procedural Rhetoric present in Dragon Age Inquisition. To this end, the first moment of the work addresses the theme of games, digital games and expose the theory of procedural rhetoric. The reasoning about Procedural Rhetoric is based on Huizinga (1950), who approaches games from a sociological perspective. Also Salen and Zimmerman (2003) are used to make an overview of various approaches and theories of games and summarize them in their work. Rouse III (2005) is consulted for focusing specifically on the development of digital games. Having based the sociological and digital part on games, Ian Bogost's (2007) theory of Procedural Rhetoric is addressed. This work is based on Huizinga's (1950) conception that the game, the playful, is essentially composed of a player's attitude that, in the words of Salen and Zimmerman (2003), challenges a system whose characteristics are Rouse III (2005) helps to elucidate. From this experience of a game comes a speech from the developers to the player. To constitute what is called Moral Procedural Rhetoric, the present work is based on the assumptions of Natural Law, as approached by Rhonheimer (2006). Other authors are used to complement the discussion, such as Peterson (2018), Finnis (2006) and Brooks (2014). The authors are presented with a critical approach, contextualizing their writings with the other elements that surround their works. It is considered that there is a resemblance to the deistic perspective of the worked authors and the fact that games are developed to express something. That is, the game universe and the real universe are physically and morally constituted, so that moral experience cannot be totally dissociated from world experience as such. The following describes the digital game Dragon Age Inquisition (2014) and then it is constituted as an object of study highlighting the specific and narrative aspects of the choices it presents, as well as the relationships between the choices and the rewards. From this construction, the analysis of Moral Procedural Rhetoric is made based on the assumption that the experience of the world is always a moral experience and that, therefore, the best rewards the title gives players are for their actions indicate the best actions, according to the developers' conception. This is because the rewards work, in the words of Rouse III (2005) as a feedback of what the player is doing. Given that the best rewards lie behind decisions that often require the player to use the game's most complex mechanics, they also require him to be aware of the logic the title presents, meaning, the logic of the universe it is being experiencied in the game. It?s noted that Dragon Age Inquisition presents a Prudence Rhetoric, manifested by the title's effort to express to the player what he is doing, how he will do it, and what the consequences of his actions will be before he makes the final decision. In this way, he will be able to be aware of the results of his choices before making them.O presente trabalho se prop?e a analisar o que chama de Ret?rica Procedural Moral presente em Dragon Age Inquisition. Para tanto, o primeiro momento do trabalho aborda a tem?tica de jogos, jogos digitais e exp?em a teoria da Ret?rica Procedural. A constru??o do racioc?nio ? feita com base em Huizinga (1950), que aborda jogos sobre uma perspectiva sociol?gica. Tamb?m se utiliza Salen e Zimmerman (2003) que fazem um apanhado de v?rias abordagens e teorias de jogos e as resumem em sua obra. Rouse III (2005) ? consultado por se focar especificamente no desenvolvimento de jogos digitais. Tendo embasado a parte sociol?gica e digital sobre jogos, aborda-se a teoria de Ian Bogost (2007) da Ret?rica Procedural. No presente trabalho parte-se da concep??o de Huizinga (1950) de que o jogo, o l?dico, ? essencialmente composto de uma atitude do jogador que se coloca, nas palavras de Salen e Zimmerman (2003) para desafiar um sistema, cujas caracter?sticas Rouse III (2005) ajuda a elucidar. Dessa experi?ncia de um jogo surge um discurso dos desenvolvedores para o jogador. Para constituir o que se quer falar sobre Ret?rica Procedural Moral, o presente trabalho se apoia nos pressupostos da Lei Natural, conforme abordada por Rhonheimer (2006). Outros autores s?o utilizados para complementar a discuss?o, como Peterson (2018), Finnis (2006) e Brooks (2014). Os autores s?o apresentados com uma abordagem cr?tica, contextualizando seus escritos com os demais elementos que circundam as suas obras. Considera-se que existe uma semelhan?a com a perspectiva de?sta de parte dos autores trabalhados e o fato de jogos serem desenvolvidos para expressar alguma coisa. Ou seja, o universo do jogo e o universo real s?o f?sica e moralmente constitu?dos, de modo que a experi?ncia moral n?o pode ser dissociada totalmente da experi?ncia do mundo enquanto tal. A seguir, descreve-se o jogo digital Dragon Age Inquisition (2014) e, ent?o, ele ? constitu?do como objeto de estudo destacando os aspectos espec?ficos, e narrativos, das escolhas que apresenta, bem como as rela??es entre as escolhas e as recompensas. A partir dessa constru??o, ? feita a an?lise da Ret?rica Procedural Moral partindo-se do pressuposto que a experi?ncia do mundo ? sempre uma experi?ncia moral e que, portanto, as melhores recompensas que o t?tulo d? aos jogadores s?o pelas suas a??es indicam as melhores a??es segundo a concep??o dos desenvolvedores. Isso acontece porque as recompensas funcionam, nas palavras de Rouse III (2005) como um feedback do que o jogador est? fazendo. Dado que as melhores recompensas est?o atr?s de decis?es que, geralmente, exigem do jogador a utiliza??o das mec?nicas mais complexa do jogo e, tamb?m, exigem que ele esteja atento ?s l?gicas que o t?tulo apresenta, ou seja, as l?gicas do universo que est? sendo experienciado no jogo. Percebe-se que Dragon Age Inquisition apresenta uma Ret?rica da Prud?ncia, que se manifesta pelo esfor?o do t?tulo em expressar ao jogador o que ele est? fazendo, como o far? e quais ser?o as consequ?ncias de seus atos antes de ele tomar a decis?o definitiva. Deste modo, ele ter? condi??es de se conscientizar dos resultados de suas escolhas antes de realiz?-lasSubmitted by PPG Comunica??o Social (famecos-pg@pucrs.br) on 2020-05-18T20:07:48Z No. of bitstreams: 1 RET?RICA PROCEDURAL MORAL EM DRAGON AGE INQUISITION (1).pdf: 1240731 bytes, checksum: 6b7a6b67e876e2d2a0dbedcd2d9eddb5 (MD5)Rejected by Lucas Martins Kern (lucas.kern@pucrs.br), reason: N?o h? folha de rosto e na folha de aprova??o n?o consta o nome do orientador. S? ? poss?vel distinguir o nome do orientador na ficha catalogr?fica on 2020-07-29T15:04:11Z (GMT)Submitted by PPG Comunica??o Social (famecos-pg@pucrs.br) on 2020-07-31T16:55:40Z No. of bitstreams: 1 HENRIQUE_IN?CIO_WEIZENMANN_DIS.pdf: 1235244 bytes, checksum: 230ebb2de9b951c6e013759ab0645f03 (MD5)Rejected by Lucas Martins Kern (lucas.kern@pucrs.br), reason: Na folha de rosto e na folha de aprova??o consta data de 2019 on 2020-08-02T21:35:56Z (GMT)Submitted by PPG Comunica??o Social (famecos-pg@pucrs.br) on 2020-08-03T16:49:16Z No. of bitstreams: 1 HENRIQUE_IN?CIO_WEIZENMANN_DIS.pdf: 1235257 bytes, checksum: aa2781141035cb93334bc458deebdd9b (MD5)Approved for entry into archive by Lucas Martins Kern (lucas.kern@pucrs.br) on 2020-08-06T16:42:28Z (GMT) No. of bitstreams: 1 HENRIQUE_IN?CIO_WEIZENMANN_DIS.pdf: 1235257 bytes, checksum: aa2781141035cb93334bc458deebdd9b (MD5)Made available in DSpace on 2020-08-06T18:02:19Z (GMT). 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dc.title.por.fl_str_mv Ret?rica procedural moral em Dragon Age Inquisition
title Ret?rica procedural moral em Dragon Age Inquisition
spellingShingle Ret?rica procedural moral em Dragon Age Inquisition
Weizenmann, Henrique In?cio
Comunica??o
Jogos
Jogos digitais
Ret?rica proecedural
Ret?rica procedural moral
Comunication
Games
Digital games
Procedural retoric
Moral procedural retoric
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
title_short Ret?rica procedural moral em Dragon Age Inquisition
title_full Ret?rica procedural moral em Dragon Age Inquisition
title_fullStr Ret?rica procedural moral em Dragon Age Inquisition
title_full_unstemmed Ret?rica procedural moral em Dragon Age Inquisition
title_sort Ret?rica procedural moral em Dragon Age Inquisition
author Weizenmann, Henrique In?cio
author_facet Weizenmann, Henrique In?cio
author_role author
dc.contributor.advisor1.fl_str_mv Gerbase, Carlos
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/4409574076875237
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/8253858523127362
dc.contributor.author.fl_str_mv Weizenmann, Henrique In?cio
contributor_str_mv Gerbase, Carlos
dc.subject.por.fl_str_mv Comunica??o
Jogos
Jogos digitais
Ret?rica proecedural
Ret?rica procedural moral
topic Comunica??o
Jogos
Jogos digitais
Ret?rica proecedural
Ret?rica procedural moral
Comunication
Games
Digital games
Procedural retoric
Moral procedural retoric
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
dc.subject.eng.fl_str_mv Comunication
Games
Digital games
Procedural retoric
Moral procedural retoric
dc.subject.cnpq.fl_str_mv CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
description The present work intends to analyze what it calls Moral Procedural Rhetoric present in Dragon Age Inquisition. To this end, the first moment of the work addresses the theme of games, digital games and expose the theory of procedural rhetoric. The reasoning about Procedural Rhetoric is based on Huizinga (1950), who approaches games from a sociological perspective. Also Salen and Zimmerman (2003) are used to make an overview of various approaches and theories of games and summarize them in their work. Rouse III (2005) is consulted for focusing specifically on the development of digital games. Having based the sociological and digital part on games, Ian Bogost's (2007) theory of Procedural Rhetoric is addressed. This work is based on Huizinga's (1950) conception that the game, the playful, is essentially composed of a player's attitude that, in the words of Salen and Zimmerman (2003), challenges a system whose characteristics are Rouse III (2005) helps to elucidate. From this experience of a game comes a speech from the developers to the player. To constitute what is called Moral Procedural Rhetoric, the present work is based on the assumptions of Natural Law, as approached by Rhonheimer (2006). Other authors are used to complement the discussion, such as Peterson (2018), Finnis (2006) and Brooks (2014). The authors are presented with a critical approach, contextualizing their writings with the other elements that surround their works. It is considered that there is a resemblance to the deistic perspective of the worked authors and the fact that games are developed to express something. That is, the game universe and the real universe are physically and morally constituted, so that moral experience cannot be totally dissociated from world experience as such. The following describes the digital game Dragon Age Inquisition (2014) and then it is constituted as an object of study highlighting the specific and narrative aspects of the choices it presents, as well as the relationships between the choices and the rewards. From this construction, the analysis of Moral Procedural Rhetoric is made based on the assumption that the experience of the world is always a moral experience and that, therefore, the best rewards the title gives players are for their actions indicate the best actions, according to the developers' conception. This is because the rewards work, in the words of Rouse III (2005) as a feedback of what the player is doing. Given that the best rewards lie behind decisions that often require the player to use the game's most complex mechanics, they also require him to be aware of the logic the title presents, meaning, the logic of the universe it is being experiencied in the game. It?s noted that Dragon Age Inquisition presents a Prudence Rhetoric, manifested by the title's effort to express to the player what he is doing, how he will do it, and what the consequences of his actions will be before he makes the final decision. In this way, he will be able to be aware of the results of his choices before making them.
publishDate 2020
dc.date.accessioned.fl_str_mv 2020-08-06T18:02:19Z
dc.date.issued.fl_str_mv 2020-03-11
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