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Journey e as potencialidades narrativas dos videojogos

Detalhes bibliográficos
Ano de defesa: 2018
Autor(a) principal: Araújo , Deyseane Pereira dos Santos
Orientador(a): Justino, Luciano Barbosa
Banca de defesa: Não Informado pela instituição
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.
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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; 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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
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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
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Pró-Reitoria de Pós-Graduação e Pesquisa - PRPGP
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