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Abstract(s)
Esta dissertação explora o desenvolvimento de narrativas interativas em plataformas de streaming, centrando-se na convergência de meios audiovisuais, nomeadamente videojogos e televisão. Através do conceito de remediação, proposto por Bolter e Grusin, o estudo examina a forma como as plataformas de streaming, como a Netflix, adotam e integram elementos de interatividade tradicionalmente associados aos jogos de vídeo. Ao analisar estudos de caso como Black Mirror: Bandersnatch e The Last of Us, esta investigação destaca a forma como a interatividade transforma espectadores passivos em participantes ativos na narrativa, proporcionando um sentido mais profundo de envolvimento e imersão.
A investigação demonstra que, apesar do potencial das narrativas interativas para combater a saturação dos conteúdos audiovisuais tradicionais, existem desafios tecnológicos e económicos à sua adoção generalizada. A integração de tecnologias emergentes, como a Inteligência Artificial, a Realidade Aumentada e a Realidade Virtual, é identificada como um fator-chave para o futuro dos meios de comunicação interativos, mas suscita preocupações quanto à acessibilidade e à sustentabilidade. O estudo conclui que, embora a interatividade apresente oportunidades significativas de inovação na narração de histórias audiovisuais, a sua viabilidade a longo prazo depende da superação de barreiras técnicas, económicas e éticas.
This dissertation explores the development of interactive narratives in streaming platforms, focusing on the convergence of audiovisual media, particularly video games and television. Through the concept of remediation, as proposed by Bolter and Grusin, the study examines how streaming platforms, such as Netflix, adopt and integrate elements of interactivity traditionally associated with video games. By analyzing case studies such as Black Mirror: Bandersnatch and The Last of Us, this research highlights how interactivity transforms passive viewers into active participants in the narrative, providing a deeper sense of engagement and immersion. The research demonstrates that, despite the potential of interactive narratives to combat the saturation of traditional audiovisual content, there are technological and economic challenges to their widespread adoption. The integration of emerging technologies, such as artificial intelligence (AI), augmented reality (AR), and virtual reality (VR), is identified as a key factor for the future of interactive media but raises concerns about accessibility and sustainability. The study concludes that while interactivity presents significant opportunities for innovation in audiovisual storytelling, its long-term viability depends on overcoming technical, economic, and ethical barriers.
This dissertation explores the development of interactive narratives in streaming platforms, focusing on the convergence of audiovisual media, particularly video games and television. Through the concept of remediation, as proposed by Bolter and Grusin, the study examines how streaming platforms, such as Netflix, adopt and integrate elements of interactivity traditionally associated with video games. By analyzing case studies such as Black Mirror: Bandersnatch and The Last of Us, this research highlights how interactivity transforms passive viewers into active participants in the narrative, providing a deeper sense of engagement and immersion. The research demonstrates that, despite the potential of interactive narratives to combat the saturation of traditional audiovisual content, there are technological and economic challenges to their widespread adoption. The integration of emerging technologies, such as artificial intelligence (AI), augmented reality (AR), and virtual reality (VR), is identified as a key factor for the future of interactive media but raises concerns about accessibility and sustainability. The study concludes that while interactivity presents significant opportunities for innovation in audiovisual storytelling, its long-term viability depends on overcoming technical, economic, and ethical barriers.
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Keywords
Streaming Narrativas interativas Remediação Videojogos Televisão