GONE HOME: o Gótico Literário na trama do videogame.
| Ano de defesa: | 2019 |
|---|---|
| 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 Maranhão
|
| Programa de Pós-Graduação: |
PROGRAMA DE PÓS-GRADUAÇÃO EM LETRAS/CCH
|
| Departamento: |
DEPARTAMENTO DE LETRAS/CCH
|
| País: |
Brasil
|
| Palavras-chave em Português: | |
| Palavras-chave em Inglês: | |
| Área do conhecimento CNPq: | |
| Link de acesso: | https://tedebc.ufma.br/jspui/handle/tede/2698 |
Resumo: | This article aims to analyze the game Gone home in the light of the gothic genre and the studies about intertextuality and dialogism. This research aims to observe how literary texts manifest themselves in a typical media of the 21st century, such as the video game, and it also aims to point out the possibilities offered by the newer media. The video game Gone Home – created by The Fullbright Company in 2013 – seems to be, at least at first, a horror story, but the game proves itself to be part of the Gothic tradition, a type of fiction that often represents otherness and the repressed elements of culture by means of its conventions – which include representations of the supernatural, images of insanity and houses with hidden secrets. In addition to sharing aspects with other gothic works, the game also references specific texts of the genre, such as novels, tv shows, and movies. Therefore, we chose to analyze the presence of gothic texts and utterances in the game. For this purpose, we used theorists from the field of literary criticism – particularly those with studies about Dialogism and Intertextuality, in order to justify the not always obvious existence of literary texts and utterances with more than two hundred years of existence in a videogame produced in the 21st century, such as Mikhail Bakhtin (1981, 1992, 1997, 1998), José Luiz Fiorin (2008), Roland Barthes (1987, 2001, 2004) and Julia Kristeva (1974). We also used academics from the field of Gothic Fiction, such as Ellen Moers (1976), Andrew Smith (2007) and Jerrold E. Hogle (2002), to better understand the Gothic conventions used by the game and by the works of the Literary Gothic that will be presented here. Our findings confirm the presence of Gothic Fiction in the plot, as well as allusions to texts of the Literary Gothic, as it can be seen in more detail in the analysis. |
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SANTOS, Naiara Sales de Araújo750.308.883-49http://lattes.cnpq.br/6546941294458117SANTOS, Dra. Naiara Sales de Araújo750.308.883-49http://lattes.cnpq.br/6546941294458117QUEVEDO, Rafael Camposhttp://lattes.cnpq.br/5672071201353574BEZERRA FILHO, Feliciano Joséhttp://lattes.cnpq.br/9081339352820157053.809.503-29http://lattes.cnpq.br/2699892117500274MELO, Ludmila Gratz2019-06-03T13:59:48Z2019-03-13MELO, Ludmila Gratz. Gone Home: o Gótico Literário na trama do videogame.. 2019. 84 folhas. Dissertação( Programa de Pós-Graduação em Letras/CCH) - Universidade Federal do Maranhão, São Luís.https://tedebc.ufma.br/jspui/handle/tede/2698This article aims to analyze the game Gone home in the light of the gothic genre and the studies about intertextuality and dialogism. This research aims to observe how literary texts manifest themselves in a typical media of the 21st century, such as the video game, and it also aims to point out the possibilities offered by the newer media. The video game Gone Home – created by The Fullbright Company in 2013 – seems to be, at least at first, a horror story, but the game proves itself to be part of the Gothic tradition, a type of fiction that often represents otherness and the repressed elements of culture by means of its conventions – which include representations of the supernatural, images of insanity and houses with hidden secrets. In addition to sharing aspects with other gothic works, the game also references specific texts of the genre, such as novels, tv shows, and movies. Therefore, we chose to analyze the presence of gothic texts and utterances in the game. For this purpose, we used theorists from the field of literary criticism – particularly those with studies about Dialogism and Intertextuality, in order to justify the not always obvious existence of literary texts and utterances with more than two hundred years of existence in a videogame produced in the 21st century, such as Mikhail Bakhtin (1981, 1992, 1997, 1998), José Luiz Fiorin (2008), Roland Barthes (1987, 2001, 2004) and Julia Kristeva (1974). We also used academics from the field of Gothic Fiction, such as Ellen Moers (1976), Andrew Smith (2007) and Jerrold E. Hogle (2002), to better understand the Gothic conventions used by the game and by the works of the Literary Gothic that will be presented here. Our findings confirm the presence of Gothic Fiction in the plot, as well as allusions to texts of the Literary Gothic, as it can be seen in more detail in the analysis.O presente estudo tem como objetivo analisar a obra Gone Home à luz da ficção gótica e dos estudos sobre intertextualidade e dialogismo. Este trabalho almeja observar como textos literários se manifestam em um material típico do século XXI, como os videogames, além de buscar apontar as possibilidades oferecidas pela nova mídia. Criado no ano de 2013 pela The Fullbright Company, Gone Home, traz em si elementos que parecem dialogar com a tradição Gótica literária, um tipo de ficção que frequentemente representa a alteridade e o reprimido por meio de suas convenções – que incluem representações do sobrenatural, imagens de insanidade e casas com mistérios escondidos. Além de compartilhar aspectos com outras obras pertencentes à mesma tradição, o jogo também faz alusões a textos específicos do gênero, tais como obras literárias, séries de televisão e filmes. A partir dessas observações, foi feita a escolha de analisar a presença dos textos e enunciados pertencentes ao Gótico Literário no jogo. Para tanto, foram usados teóricos dos estudos do Dialogismo e da Intertextualidade, a fim de justificar a existência nem sempre óbvia de textos literários e enunciados com mais de duzentos anos de existência no fio do discurso de Gone Home, tais como Mikhail Bakhtin (1981, 1992, 1997, 1998), José Luiz Fiorin (2008), Roland Barthes (1987, 2001, 2004) e Julia Kristeva (1974), dentre outros. Também foram usados teóricos da Ficção Gótica, tais como Ellen Moers (1976), Andrew Smith (2007) e Jerrold E. Hogle (2002), intencionando compreender melhor as convenções presentes no jogo e nas obras do Gótico literário que serão apresentadas. Como resultado, verificaram-se evidências claras da presença do Gótico na trama, além de alusões a textos do Gótico literário, como poderá ser visto com mais detalhes na análise.Submitted by Maria Aparecida (cidazen@gmail.com) on 2019-06-03T13:59:48Z No. of bitstreams: 1 Ludmila Gratz.pdf: 2048374 bytes, checksum: f74cb105bc9c0adfa15254d1518d94c7 (MD5)Made available in DSpace on 2019-06-03T13:59:48Z (GMT). No. of bitstreams: 1 Ludmila Gratz.pdf: 2048374 bytes, checksum: f74cb105bc9c0adfa15254d1518d94c7 (MD5) Previous issue date: 2019-03-13FAPEMAapplication/pdfporUniversidade Federal do MaranhãoPROGRAMA DE PÓS-GRADUAÇÃO EM LETRAS/CCHUFMABrasilDEPARTAMENTO DE LETRAS/CCHVideogames; Intertextualidade; Dialogismo; Ficção Gótica; Gótico LiterárioVideogames; Intertextuality; Dialogism; Gothic Fiction; Literary GothicLiteraturas Estrangeiras Modernas.GONE HOME: o Gótico Literário na trama do videogame.GONE HOME: The Literary Goth in the video game plot.info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da UFMAinstname:Universidade Federal do Maranhão (UFMA)instacron:UFMAORIGINALLudmila Gratz.pdfLudmila Gratz.pdfapplication/pdf2048374http://tedebc.ufma.br:8080/bitstream/tede/2698/2/Ludmila+Gratz.pdff74cb105bc9c0adfa15254d1518d94c7MD52LICENSElicense.txtlicense.txttext/plain; charset=utf-82255http://tedebc.ufma.br:8080/bitstream/tede/2698/1/license.txt97eeade1fce43278e63fe063657f8083MD51tede/26982019-06-03 10:59:48.123oai:tede2: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Biblioteca Digital de Teses e Dissertaçõeshttps://tedebc.ufma.br/jspui/PUBhttp://tedebc.ufma.br:8080/oai/requestrepositorio@ufma.br||repositorio@ufma.bropendoar:21312019-06-03T13:59:48Biblioteca Digital de Teses e Dissertações da UFMA - Universidade Federal do Maranhão (UFMA)false |
| dc.title.por.fl_str_mv |
GONE HOME: o Gótico Literário na trama do videogame. |
| dc.title.alternative.eng.fl_str_mv |
GONE HOME: The Literary Goth in the video game plot. |
| title |
GONE HOME: o Gótico Literário na trama do videogame. |
| spellingShingle |
GONE HOME: o Gótico Literário na trama do videogame. MELO, Ludmila Gratz Videogames; Intertextualidade; Dialogismo; Ficção Gótica; Gótico Literário Videogames; Intertextuality; Dialogism; Gothic Fiction; Literary Gothic Literaturas Estrangeiras Modernas. |
| title_short |
GONE HOME: o Gótico Literário na trama do videogame. |
| title_full |
GONE HOME: o Gótico Literário na trama do videogame. |
| title_fullStr |
GONE HOME: o Gótico Literário na trama do videogame. |
| title_full_unstemmed |
GONE HOME: o Gótico Literário na trama do videogame. |
| title_sort |
GONE HOME: o Gótico Literário na trama do videogame. |
| author |
MELO, Ludmila Gratz |
| author_facet |
MELO, Ludmila Gratz |
| author_role |
author |
| dc.contributor.advisor1.fl_str_mv |
SANTOS, Naiara Sales de Araújo |
| dc.contributor.advisor1ID.fl_str_mv |
750.308.883-49 |
| dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/6546941294458117 |
| dc.contributor.referee1.fl_str_mv |
SANTOS, Dra. Naiara Sales de Araújo |
| dc.contributor.referee1ID.fl_str_mv |
750.308.883-49 |
| dc.contributor.referee1Lattes.fl_str_mv |
http://lattes.cnpq.br/6546941294458117 |
| dc.contributor.referee2.fl_str_mv |
QUEVEDO, Rafael Campos |
| dc.contributor.referee2Lattes.fl_str_mv |
http://lattes.cnpq.br/5672071201353574 |
| dc.contributor.referee3.fl_str_mv |
BEZERRA FILHO, Feliciano José |
| dc.contributor.referee3Lattes.fl_str_mv |
http://lattes.cnpq.br/9081339352820157 |
| dc.contributor.authorID.fl_str_mv |
053.809.503-29 |
| dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/2699892117500274 |
| dc.contributor.author.fl_str_mv |
MELO, Ludmila Gratz |
| contributor_str_mv |
SANTOS, Naiara Sales de Araújo SANTOS, Dra. Naiara Sales de Araújo QUEVEDO, Rafael Campos BEZERRA FILHO, Feliciano José |
| dc.subject.por.fl_str_mv |
Videogames; Intertextualidade; Dialogismo; Ficção Gótica; Gótico Literário |
| topic |
Videogames; Intertextualidade; Dialogismo; Ficção Gótica; Gótico Literário Videogames; Intertextuality; Dialogism; Gothic Fiction; Literary Gothic Literaturas Estrangeiras Modernas. |
| dc.subject.eng.fl_str_mv |
Videogames; Intertextuality; Dialogism; Gothic Fiction; Literary Gothic |
| dc.subject.cnpq.fl_str_mv |
Literaturas Estrangeiras Modernas. |
| description |
This article aims to analyze the game Gone home in the light of the gothic genre and the studies about intertextuality and dialogism. This research aims to observe how literary texts manifest themselves in a typical media of the 21st century, such as the video game, and it also aims to point out the possibilities offered by the newer media. The video game Gone Home – created by The Fullbright Company in 2013 – seems to be, at least at first, a horror story, but the game proves itself to be part of the Gothic tradition, a type of fiction that often represents otherness and the repressed elements of culture by means of its conventions – which include representations of the supernatural, images of insanity and houses with hidden secrets. In addition to sharing aspects with other gothic works, the game also references specific texts of the genre, such as novels, tv shows, and movies. Therefore, we chose to analyze the presence of gothic texts and utterances in the game. For this purpose, we used theorists from the field of literary criticism – particularly those with studies about Dialogism and Intertextuality, in order to justify the not always obvious existence of literary texts and utterances with more than two hundred years of existence in a videogame produced in the 21st century, such as Mikhail Bakhtin (1981, 1992, 1997, 1998), José Luiz Fiorin (2008), Roland Barthes (1987, 2001, 2004) and Julia Kristeva (1974). We also used academics from the field of Gothic Fiction, such as Ellen Moers (1976), Andrew Smith (2007) and Jerrold E. Hogle (2002), to better understand the Gothic conventions used by the game and by the works of the Literary Gothic that will be presented here. Our findings confirm the presence of Gothic Fiction in the plot, as well as allusions to texts of the Literary Gothic, as it can be seen in more detail in the analysis. |
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2019 |
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2019-06-03T13:59:48Z |
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2019-03-13 |
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MELO, Ludmila Gratz. Gone Home: o Gótico Literário na trama do videogame.. 2019. 84 folhas. Dissertação( Programa de Pós-Graduação em Letras/CCH) - Universidade Federal do Maranhão, São Luís. |
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https://tedebc.ufma.br/jspui/handle/tede/2698 |
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MELO, Ludmila Gratz. Gone Home: o Gótico Literário na trama do videogame.. 2019. 84 folhas. Dissertação( Programa de Pós-Graduação em Letras/CCH) - Universidade Federal do Maranhão, São Luís. |
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