Journey e as potencialidades narrativas dos videojogos
| Ano de defesa: | 2018 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Dissertação |
| Tipo de acesso: | Acesso aberto |
| Idioma: | por |
| Instituição de defesa: |
Universidade Estadual da Paraíba
|
| Programa de Pós-Graduação: |
Programa de Pós-Graduação em Literatura e Interculturalidade - PPGLI
|
| Departamento: |
Pró-Reitoria de Pós-Graduação e Pesquisa - PRPGP
|
| País: |
BR
|
| Palavras-chave em Português: | |
| Área do conhecimento CNPq: | |
| Link de acesso: | https://repositorio.uepb.edu.br/handle/123456789/73407 |
Resumo: | This thesis is based on the intermedia studies perspective and aims to further deepen the debate about narrative theory in contemporaneity, using as research corpus the videogame Journey, launched on March 13th 2012 at Playstation Network by Thatgamecompany (TGC). In a broad aspect, this work seeks to question the postmodern discourse that postulates the narrative crisis, if not its death, based on the analysis of narrative rhizomatic processes (DELEUZE & GUATARRI, 1996, p. 37) for other systems, especially the videogame system, considering, for such, the materiality problematic (GUMBRECHT, 2010) in the translation process of a fable that, incarnated in the medium, becomes the syuzhet (GAUDREAULT; MARION, 2012, p.117). Using as theoretical support the notions of Mediasphere by Régis Debray (1993a, 1993b, 1995), of Semiosphere by Irene Machado (2007), and of Polysystem by Even-Zohar (2007), we tried to investigate, firstly, from the materiality perspective built in our work, the mediation, contact, and contamination processes established between Journey and other systems, mainly the relationship between this object and the literature system showcased through the presence of a certain “literary discursiveness” (MANGUENEAU, 2009) in the narrative composition. This perspective testifies, as we believe, not only the theoretical fallacy proposed by post-modern ideas about the narrative death, as well as helps us, in a strict sense, to notice the narrative complexities on this intersemiotic system. As we have showed in a second moment, the languages’ diversity present in the composition, as well as the many Journey intermedia relationships in the semiosphere, puts us in front of a “new” narrative statute that is set up on an oralizing semiotic way of engendering (JUSTINO, 2013), a form that is evidenced in its interior through the interactive performativity powered by the system and the presence of a-significant semiotics in the narrative construction process. In this way, we consider, thus, the videogame Journey as a narrative polysystem of the Videosphere time (DEBRAY, 1993a) that feeds from the distant mythic and performative of the Logosphere (DEBRAY, 1993a), its oralizing semiotics, and the “very” close, the book logic, the Graphosphere (DEBRAY, 1993a), through the “literary discursiveness” present in the narrative composition. |
| id |
UEPB-2_11b3ae80c56fbce3dc52183a2c9716f8 |
|---|---|
| oai_identifier_str |
oai:repositorio.uepb.edu.br:123456789/73407 |
| network_acronym_str |
UEPB-2 |
| network_name_str |
Repositório Institucional da Universidade Estadual da Paraíba (UEPB) |
| repository_id_str |
|
| spelling |
2019-03-28T17:13:16Z2026-02-27T11:09:20Z2018-04-11Araújo , Deyseane Pereira dos Santos. Journey e as potencialidades narrativas dos videojogos. 2018. 216f. Tese( Programa de Pós-Graduação em Literatura e Interculturalidade - PPGLI) - Universidade Estadual da Paraíba, Campina Grande, 2018.https://repositorio.uepb.edu.br/handle/123456789/7340724004014004P2This thesis is based on the intermedia studies perspective and aims to further deepen the debate about narrative theory in contemporaneity, using as research corpus the videogame Journey, launched on March 13th 2012 at Playstation Network by Thatgamecompany (TGC). In a broad aspect, this work seeks to question the postmodern discourse that postulates the narrative crisis, if not its death, based on the analysis of narrative rhizomatic processes (DELEUZE & GUATARRI, 1996, p. 37) for other systems, especially the videogame system, considering, for such, the materiality problematic (GUMBRECHT, 2010) in the translation process of a fable that, incarnated in the medium, becomes the syuzhet (GAUDREAULT; MARION, 2012, p.117). Using as theoretical support the notions of Mediasphere by Régis Debray (1993a, 1993b, 1995), of Semiosphere by Irene Machado (2007), and of Polysystem by Even-Zohar (2007), we tried to investigate, firstly, from the materiality perspective built in our work, the mediation, contact, and contamination processes established between Journey and other systems, mainly the relationship between this object and the literature system showcased through the presence of a certain “literary discursiveness” (MANGUENEAU, 2009) in the narrative composition. This perspective testifies, as we believe, not only the theoretical fallacy proposed by post-modern ideas about the narrative death, as well as helps us, in a strict sense, to notice the narrative complexities on this intersemiotic system. As we have showed in a second moment, the languages’ diversity present in the composition, as well as the many Journey intermedia relationships in the semiosphere, puts us in front of a “new” narrative statute that is set up on an oralizing semiotic way of engendering (JUSTINO, 2013), a form that is evidenced in its interior through the interactive performativity powered by the system and the presence of a-significant semiotics in the narrative construction process. In this way, we consider, thus, the videogame Journey as a narrative polysystem of the Videosphere time (DEBRAY, 1993a) that feeds from the distant mythic and performative of the Logosphere (DEBRAY, 1993a), its oralizing semiotics, and the “very” close, the book logic, the Graphosphere (DEBRAY, 1993a), through the “literary discursiveness” present in the narrative composition.Esta tese ancora-se na perspectiva dos estudos intermidiáticos e tem como objetivo maior aprofundar o debate sobre a teoria da narrativa na contemporaneidade, tomando como corpus de pesquisa o videojogo Journey, lançado em 13 de março de 2012 na Playstation Network pela Thatgamecompany (TGC). Em sentido amplo, este trabalho busca questionar o discurso pós-moderno que postula a crise da narrativa, quando não a sua morte, a partir da análise dos processos rizomáticos (DELEUZE & GUATARRI, 1996, p. 37) da narrativa para outros sistemas, de modo especial para o sistema do videojogo, levando em consideração, para tanto, a problematização da materialidade (GUMBRECHT, 2010) no processo tradutório de uma fábula que, ao encarnar-se em médium, tornasse a syuzhet (GAUDREAULT; MARION, 2012, p.117). Utilizando como aportes teóricos as noções de Midiasfera de Régis Debray (1993a, 1993b, 1995), de Semiosfera de Irene Machado (2007) e de Polissistema de Even- Zohar (2007), tentamos averiguar, em um primeiro momento, a partir da perspectiva de materialidade construída em nosso trabalho, os processos de mediação, contatos e contaminações estabelecidos entre Journey e os demais sistemas, principalmente a relação tecida entre este objeto e o sistema da literatura, evidenciada através presença de uma certa “discursividade literária” (MANGUENEAU, 2009) na composição narrativa. Esta perspectiva atesta, como cremos, não só a falácia teórica proposta pelos preceitos da pós-modernidade a respeito da morte da narrativa, como também nos auxilia, em sentido estrito, a perceber as complexidades que a narrativa assume nesse sistema intersemiótico. Conforme mostramos em um segundo momento, a diversidade de linguagens presente na composição, bem como as distintas relações intermidiais tecidas por Journey no âmbito da semiosfera, nos coloca diante de um “novo” estatuto narrativo que se configura a partir de uma forma de engendramento semioticamente oralizante (JUSTINO, 2013), forma esta evidenciada em seu interior através da performatividade interativa acionada pelo sistema e da presença das semióticas a-significantes no processo de construção da narrativa. É neste sentido que consideramos, portanto, o videojogo Journey como um polissistema narrativo próprio do tempo da Videosfera (DEBRAY, 1993a) que se alimenta do distante mítico e performático da Logosfera (DEBRAY, 1993a) e de suas semioses oralizantes, e do “muito” próximo, da lógica do livro, da Grafosfera (DEBRAY, 1993a), através da “discursividade literária” presente na composição da narrativa.application/pdfUniversidade Estadual da ParaíbaPrograma de Pós-Graduação em Literatura e Interculturalidade - PPGLIUEPBBRPró-Reitoria de Pós-Graduação e Pesquisa - PRPGPPró-Reitoria de Pós-Graduação e Pesquisa - PRPGPCIENCIAS SOCIAIS APLICADASNarrativaEstudo intermidiáticoVideojogoSemióticaMaterialidadeJourney e as potencialidades narrativas dos videojogosGames: a contextualized approach to teaching mathematics in the scope of the laboratory of Escola Frei Cassiano Comacchioinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisJustino, Luciano BarbosaAraújo , Deyseane Pereira dos Santosinfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da Universidade Estadual da Paraíba (UEPB)instname:Universidade Estadual da Paraíba (UEPB)instacron:UEPBLICENSElicense.txtlicense.txttext/plain; charset=utf-81960https://repositorio.uepb.edu.br/bitstreams/270e9890-e91b-46d3-94f7-99deb12409d4/download6052ae61e77222b2086e666b7ae213ceMD51falseAnonymousREADlicense.txtlicense.txttext/plain; charset=utf-81324https://repositorio.uepb.edu.br/bitstreams/2aae450a-2ced-4b86-bf23-540ca2aff5d8/downloadea12793326f265c7d8ea2bcdd2c49d6fMD54falseAnonymousREADORIGINALPDF - Deyseane Pereira dos Santos Araújo.pdfPDF - Deyseane Pereira dos Santos Araújo.pdfapplication/pdf3065920https://repositorio.uepb.edu.br/bitstreams/1fb223b1-bdd2-4720-ace9-2c94ec575a31/download518bc738a572bbd88b43f8a523c6ebf4MD52trueAnonymousREADTHUMBNAILPDF - Deyseane Pereira dos Santos Araújo.pdf.jpgPDF - Deyseane Pereira dos Santos Araújo.pdf.jpgGenerated Thumbnailimage/jpeg3987https://repositorio.uepb.edu.br/bitstreams/83915583-1687-4383-8e73-c029ae8da74c/download2da516f2c03f82a375c3c692eacd6951MD53falseAnonymousREAD123456789/734072026-05-06T11:50:17.632244Zopen.accessoai:repositorio.uepb.edu.br:123456789/73407https://repositorio.uepb.edu.brRepositório InstitucionalPUBhttp://dspace.bc.uepb.edu.br/oai/requestsibuepb@setor.uepb.edu.bropendoar:2026-05-06T11:50:17Repositório Institucional da Universidade Estadual da Paraíba (UEPB) - Universidade Estadual da Paraíba (UEPB)falseTElDRU7Dh0EgREUgRElTVFJJQlVJw4fDg08gTsODTy1FWENMVVNJVkEKCkNvbSBhIGFwcmVzZW50YcOnw6NvIGRlc3RhIGxpY2Vuw6dhLCB2b2PDqiAobyBhdXRvciAoZXMpIG91IG8gdGl0dWxhciBkb3MgZGlyZWl0b3MgZGUgYXV0b3IpIGNvbmNlZGUgw6AgVW5pdmVyc2lkYWRlIApFc3RhZHVhbCBkYSBQYXJhw61iYSBvIGRpcmVpdG8gbsOjby1leGNsdXNpdm8gZGUgcmVwcm9kdXppciwgIHRyYWR1emlyIChjb25mb3JtZSBkZWZpbmlkbyBhYmFpeG8pLCBlL291IApkaXN0cmlidWlyIGEgc3VhIHRlc2Ugb3UgZGlzc2VydGHDp8OjbyAoaW5jbHVpbmRvIG8gcmVzdW1vKSBwb3IgdG9kbyBvIG11bmRvIG5vIGZvcm1hdG8gaW1wcmVzc28gZSBlbGV0csO0bmljbyBlIAplbSBxdWFscXVlciBtZWlvLCBpbmNsdWluZG8gb3MgZm9ybWF0b3Mgw6F1ZGlvIG91IHbDrWRlby4KClZvY8OqIGNvbmNvcmRhIHF1ZSBhIFVFUEIgcG9kZSwgc2VtIGFsdGVyYXIgbyBjb250ZcO6ZG8sIHRyYW5zcG9yIGEgc3VhIHRlc2Ugb3UgZGlzc2VydGHDp8OjbyAKcGFyYSBxdWFscXVlciBtZWlvIG91IGZvcm1hdG8gcGFyYSBmaW5zIGRlIHByZXNlcnZhw6fDo28uCgpWb2PDqiB0YW1iw6ltIGNvbmNvcmRhIHF1ZSBhIFVFUEIgcG9kZSBtYW50ZXIgbWFpcyBkZSB1bWEgY8OzcGlhIGRhIHN1YSB0ZXNlIG91IApkaXNzZXJ0YcOnw6NvIHBhcmEgZmlucyBkZSBzZWd1cmFuw6dhLCBiYWNrdXAgZSBwcmVzZXJ2YcOnw6NvLgoKVm9jw6ogZGVjbGFyYSBxdWUgYSBzdWEgdGVzZSBvdSBkaXNzZXJ0YcOnw6NvIMOpIG9yaWdpbmFsIGUgcXVlIHZvY8OqIHRlbSBvIHBvZGVyIGRlIGNvbmNlZGVyIG9zIGRpcmVpdG9zIGNvbnRpZG9zIApuZXN0YSBsaWNlbsOnYS4gVm9jw6ogdGFtYsOpbSBkZWNsYXJhIHF1ZSBvIGRlcMOzc2l0byBkYSBzdWEgdGVzZSBvdSBkaXNzZXJ0YcOnw6NvIG7Do28sIHF1ZSBzZWphIGRlIHNldSAKY29uaGVjaW1lbnRvLCBpbmZyaW5nZSBkaXJlaXRvcyBhdXRvcmFpcyBkZSBuaW5ndcOpbS4KCkNhc28gYSBzdWEgdGVzZSBvdSBkaXNzZXJ0YcOnw6NvIGNvbnRlbmhhIG1hdGVyaWFsIHF1ZSB2b2PDqiBuw6NvIHBvc3N1aSBhIHRpdHVsYXJpZGFkZSBkb3MgZGlyZWl0b3MgYXV0b3JhaXMsIHZvY8OqIApkZWNsYXJhIHF1ZSBvYnRldmUgYSBwZXJtaXNzw6NvIGlycmVzdHJpdGEgZG8gZGV0ZW50b3IgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIHBhcmEgY29uY2VkZXIgw6AgVUVQQiAKb3MgZGlyZWl0b3MgYXByZXNlbnRhZG9zIG5lc3RhIGxpY2Vuw6dhLCBlIHF1ZSBlc3NlIG1hdGVyaWFsIGRlIHByb3ByaWVkYWRlIGRlIHRlcmNlaXJvcyBlc3TDoSBjbGFyYW1lbnRlIAppZGVudGlmaWNhZG8gZSByZWNvbmhlY2lkbyBubyB0ZXh0byBvdSBubyBjb250ZcO6ZG8gZGEgdGVzZSBvdSBkaXNzZXJ0YcOnw6NvIG9yYSBkZXBvc2l0YWRhLgoKQ0FTTyBBIFRFU0UgT1UgRElTU0VSVEHDh8ODTyBPUkEgREVQT1NJVEFEQSBURU5IQSBTSURPIFJFU1VMVEFETyBERSBVTSBQQVRST0PDjU5JTyBPVSAKQVBPSU8gREUgVU1BIEFHw4pOQ0lBIERFIEZPTUVOVE8gT1UgT1VUUk8gT1JHQU5JU01PIFFVRSBOw4NPIFNFSkEgQSBVRVBCLCAKVk9Dw4ogREVDTEFSQSBRVUUgUkVTUEVJVE9VIFRPRE9TIEUgUVVBSVNRVUVSIERJUkVJVE9TIERFIFJFVklTw4NPIENPTU8gVEFNQsOJTSBBUyAKREVNQUlTIE9CUklHQcOHw5VFUyBFWElHSURBUyBQT1IgQ09OVFJBVE8gT1UgQUNPUkRPLgoKQSBVRVBCIHNlIGNvbXByb21ldGUgYSBpZGVudGlmaWNhciBjbGFyYW1lbnRlIG8gc2V1IG5vbWUgKHMpIG91IG8ocykgbm9tZShzKSBkbyhzKSAKZGV0ZW50b3IoZXMpIGRvcyBkaXJlaXRvcyBhdXRvcmFpcyBkYSB0ZXNlIG91IGRpc3NlcnRhw6fDo28sIGUgbsOjbyBmYXLDoSBxdWFscXVlciBhbHRlcmHDp8OjbywgYWzDqW0gZGFxdWVsYXMgCmNvbmNlZGlkYXMgcG9yIGVzdGEgbGljZW7Dp2EuCg== |
| dc.title.none.fl_str_mv |
Journey e as potencialidades narrativas dos videojogos |
| dc.title.alternative.eng.fl_str_mv |
Games: a contextualized approach to teaching mathematics in the scope of the laboratory of Escola Frei Cassiano Comacchio |
| title |
Journey e as potencialidades narrativas dos videojogos |
| spellingShingle |
Journey e as potencialidades narrativas dos videojogos Araújo , Deyseane Pereira dos Santos CIENCIAS SOCIAIS APLICADAS Narrativa Estudo intermidiático Videojogo Semiótica Materialidade |
| title_short |
Journey e as potencialidades narrativas dos videojogos |
| title_full |
Journey e as potencialidades narrativas dos videojogos |
| title_fullStr |
Journey e as potencialidades narrativas dos videojogos |
| title_full_unstemmed |
Journey e as potencialidades narrativas dos videojogos |
| title_sort |
Journey e as potencialidades narrativas dos videojogos |
| author |
Araújo , Deyseane Pereira dos Santos |
| author_facet |
Araújo , Deyseane Pereira dos Santos |
| author_role |
author |
| dc.contributor.advisor1.fl_str_mv |
Justino, Luciano Barbosa |
| dc.contributor.author.fl_str_mv |
Araújo , Deyseane Pereira dos Santos |
| contributor_str_mv |
Justino, Luciano Barbosa |
| dc.subject.cnpq.fl_str_mv |
CIENCIAS SOCIAIS APLICADAS |
| topic |
CIENCIAS SOCIAIS APLICADAS Narrativa Estudo intermidiático Videojogo Semiótica Materialidade |
| dc.subject.por.fl_str_mv |
Narrativa Estudo intermidiático Videojogo Semiótica Materialidade |
| description |
This thesis is based on the intermedia studies perspective and aims to further deepen the debate about narrative theory in contemporaneity, using as research corpus the videogame Journey, launched on March 13th 2012 at Playstation Network by Thatgamecompany (TGC). In a broad aspect, this work seeks to question the postmodern discourse that postulates the narrative crisis, if not its death, based on the analysis of narrative rhizomatic processes (DELEUZE & GUATARRI, 1996, p. 37) for other systems, especially the videogame system, considering, for such, the materiality problematic (GUMBRECHT, 2010) in the translation process of a fable that, incarnated in the medium, becomes the syuzhet (GAUDREAULT; MARION, 2012, p.117). Using as theoretical support the notions of Mediasphere by Régis Debray (1993a, 1993b, 1995), of Semiosphere by Irene Machado (2007), and of Polysystem by Even-Zohar (2007), we tried to investigate, firstly, from the materiality perspective built in our work, the mediation, contact, and contamination processes established between Journey and other systems, mainly the relationship between this object and the literature system showcased through the presence of a certain “literary discursiveness” (MANGUENEAU, 2009) in the narrative composition. This perspective testifies, as we believe, not only the theoretical fallacy proposed by post-modern ideas about the narrative death, as well as helps us, in a strict sense, to notice the narrative complexities on this intersemiotic system. As we have showed in a second moment, the languages’ diversity present in the composition, as well as the many Journey intermedia relationships in the semiosphere, puts us in front of a “new” narrative statute that is set up on an oralizing semiotic way of engendering (JUSTINO, 2013), a form that is evidenced in its interior through the interactive performativity powered by the system and the presence of a-significant semiotics in the narrative construction process. In this way, we consider, thus, the videogame Journey as a narrative polysystem of the Videosphere time (DEBRAY, 1993a) that feeds from the distant mythic and performative of the Logosphere (DEBRAY, 1993a), its oralizing semiotics, and the “very” close, the book logic, the Graphosphere (DEBRAY, 1993a), through the “literary discursiveness” present in the narrative composition. |
| publishDate |
2018 |
| dc.date.issued.fl_str_mv |
2018-04-11 |
| dc.date.accessioned.fl_str_mv |
2019-03-28T17:13:16Z 2026-02-27T11:09:20Z |
| dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
| dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
| format |
masterThesis |
| status_str |
publishedVersion |
| dc.identifier.citation.fl_str_mv |
Araújo , Deyseane Pereira dos Santos. Journey e as potencialidades narrativas dos videojogos. 2018. 216f. Tese( Programa de Pós-Graduação em Literatura e Interculturalidade - PPGLI) - Universidade Estadual da Paraíba, Campina Grande, 2018. |
| dc.identifier.uri.fl_str_mv |
https://repositorio.uepb.edu.br/handle/123456789/73407 |
| dc.identifier.capesdegreeprogramcode.none.fl_str_mv |
24004014004P2 |
| identifier_str_mv |
Araújo , Deyseane Pereira dos Santos. Journey e as potencialidades narrativas dos videojogos. 2018. 216f. Tese( Programa de Pós-Graduação em Literatura e Interculturalidade - PPGLI) - Universidade Estadual da Paraíba, Campina Grande, 2018. 24004014004P2 |
| url |
https://repositorio.uepb.edu.br/handle/123456789/73407 |
| dc.language.iso.fl_str_mv |
por |
| language |
por |
| dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
| eu_rights_str_mv |
openAccess |
| dc.format.none.fl_str_mv |
application/pdf |
| dc.publisher.none.fl_str_mv |
Universidade Estadual da Paraíba |
| dc.publisher.program.fl_str_mv |
Programa de Pós-Graduação em Literatura e Interculturalidade - PPGLI |
| dc.publisher.initials.fl_str_mv |
UEPB |
| dc.publisher.country.fl_str_mv |
BR |
| dc.publisher.department.fl_str_mv |
Pró-Reitoria de Pós-Graduação e Pesquisa - PRPGP Pró-Reitoria de Pós-Graduação e Pesquisa - PRPGP |
| publisher.none.fl_str_mv |
Universidade Estadual da Paraíba |
| dc.source.none.fl_str_mv |
reponame:Repositório Institucional da Universidade Estadual da Paraíba (UEPB) instname:Universidade Estadual da Paraíba (UEPB) instacron:UEPB |
| instname_str |
Universidade Estadual da Paraíba (UEPB) |
| instacron_str |
UEPB |
| institution |
UEPB |
| reponame_str |
Repositório Institucional da Universidade Estadual da Paraíba (UEPB) |
| collection |
Repositório Institucional da Universidade Estadual da Paraíba (UEPB) |
| bitstream.url.fl_str_mv |
https://repositorio.uepb.edu.br/bitstreams/270e9890-e91b-46d3-94f7-99deb12409d4/download https://repositorio.uepb.edu.br/bitstreams/2aae450a-2ced-4b86-bf23-540ca2aff5d8/download https://repositorio.uepb.edu.br/bitstreams/1fb223b1-bdd2-4720-ace9-2c94ec575a31/download https://repositorio.uepb.edu.br/bitstreams/83915583-1687-4383-8e73-c029ae8da74c/download |
| bitstream.checksum.fl_str_mv |
6052ae61e77222b2086e666b7ae213ce ea12793326f265c7d8ea2bcdd2c49d6f 518bc738a572bbd88b43f8a523c6ebf4 2da516f2c03f82a375c3c692eacd6951 |
| bitstream.checksumAlgorithm.fl_str_mv |
MD5 MD5 MD5 MD5 |
| repository.name.fl_str_mv |
Repositório Institucional da Universidade Estadual da Paraíba (UEPB) - Universidade Estadual da Paraíba (UEPB) |
| repository.mail.fl_str_mv |
sibuepb@setor.uepb.edu.br |
| _version_ |
1865082748461383680 |