GONE HOME: o Gótico Literário na trama do videogame.

Detalhes bibliográficos
Ano de defesa: 2019
Autor(a) principal: MELO, Ludmila Gratz lattes
Orientador(a): SANTOS, Naiara Sales de Araújo lattes
Banca de defesa: SANTOS, Dra. Naiara Sales de Araújo lattes, QUEVEDO, Rafael Campos lattes, BEZERRA FILHO, Feliciano José lattes
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.
id UFMA_53a31cb34f40ab0f9db8548731091a32
oai_identifier_str oai:tede2:tede/2698
network_acronym_str UFMA
network_name_str Biblioteca Digital de Teses e Dissertações da UFMA
repository_id_str
spelling 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.
publishDate 2019
dc.date.accessioned.fl_str_mv 2019-06-03T13:59:48Z
dc.date.issued.fl_str_mv 2019-03-13
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 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.
dc.identifier.uri.fl_str_mv https://tedebc.ufma.br/jspui/handle/tede/2698
identifier_str_mv 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.
url https://tedebc.ufma.br/jspui/handle/tede/2698
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 Federal do Maranhão
dc.publisher.program.fl_str_mv PROGRAMA DE PÓS-GRADUAÇÃO EM LETRAS/CCH
dc.publisher.initials.fl_str_mv UFMA
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv DEPARTAMENTO DE LETRAS/CCH
publisher.none.fl_str_mv Universidade Federal do Maranhão
dc.source.none.fl_str_mv reponame:Biblioteca Digital de Teses e Dissertações da UFMA
instname:Universidade Federal do Maranhão (UFMA)
instacron:UFMA
instname_str Universidade Federal do Maranhão (UFMA)
instacron_str UFMA
institution UFMA
reponame_str Biblioteca Digital de Teses e Dissertações da UFMA
collection Biblioteca Digital de Teses e Dissertações da UFMA
bitstream.url.fl_str_mv http://tedebc.ufma.br:8080/bitstream/tede/2698/2/Ludmila+Gratz.pdf
http://tedebc.ufma.br:8080/bitstream/tede/2698/1/license.txt
bitstream.checksum.fl_str_mv f74cb105bc9c0adfa15254d1518d94c7
97eeade1fce43278e63fe063657f8083
bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
repository.name.fl_str_mv Biblioteca Digital de Teses e Dissertações da UFMA - Universidade Federal do Maranhão (UFMA)
repository.mail.fl_str_mv repositorio@ufma.br||repositorio@ufma.br
_version_ 1853508004333223936