Name: | Description: | Size: | Format: | |
---|---|---|---|---|
28.52 MB | Adobe PDF |
Authors
Advisor(s)
Abstract(s)
A dissertação busca analisar jogos alternativos do gênero
walking simulator sob a luz da historiografia e teoria do
cinema, especificamente a interessada nos chamados
pré-cinemas e no cinema de atrações. O objetivo é resgatar
termos e ideias que explicam o poder expressivo e o apelo
dessas novas obras, relacionando-as com as formas artísticas
que as precederam e analisando de que forma retomam temas e
motivos da modernidade e traduzem-nos no ambiente virtual
contemporâneo. Desta forma, serão centrais os conceitos como
atração, imersão e efeito de realidade. Serão usados trabalhos
teóricos de Tom Gunning, Oliver Grau, Anna Anthropy, Flávia
Cesarino Costa, entre outros. O trabalho pretende contribuir
para uma expansão do repertório teórico utilizado para analisar
os chamados walking simulators, indicar suas potencialidades
para possíveis desenvolvedores, e afirmar seu caráter de
vanguarda no âmbito dos jogos digitais.
The dissertation seeks to analyze alternative games of the walking simulator genre under the light of cinema theory and historiography, specifically those interested in the so-called pre-cinemas and cinema of attractions. The objective is to rescue terms and ideas that explain the expressive power and appeal of these new works, relating them to the artistic forms that preceded them and analyzing how they take up themes and motifs from modernity and translate them into the contemporary virtual environment. In this way, concepts such as attraction, immersion and reality effects will be central. Theoretical works by Tom Gunning, Oliver Grau, Anna Anthropy, Flávia Cesarino Costa, among others, will be used. The work intends to contribute to an expansion of the theoretical repertoire used to analyze the so-called walking simulators, indicate their potential for future developers, and assert their vanguard character in the field of digital games.
The dissertation seeks to analyze alternative games of the walking simulator genre under the light of cinema theory and historiography, specifically those interested in the so-called pre-cinemas and cinema of attractions. The objective is to rescue terms and ideas that explain the expressive power and appeal of these new works, relating them to the artistic forms that preceded them and analyzing how they take up themes and motifs from modernity and translate them into the contemporary virtual environment. In this way, concepts such as attraction, immersion and reality effects will be central. Theoretical works by Tom Gunning, Oliver Grau, Anna Anthropy, Flávia Cesarino Costa, among others, will be used. The work intends to contribute to an expansion of the theoretical repertoire used to analyze the so-called walking simulators, indicate their potential for future developers, and assert their vanguard character in the field of digital games.
Description
Keywords
Walking simulators Pré-cinemas Cinema de atrações Jogos digitais Jogos alternativos Imersão