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Master's Dissertation
DOI
https://doi.org/10.11606/D.27.2009.tde-01102009-152656
Document
Author
Full name
Andrei Rubina Thomaz
E-mail
Institute/School/College
Knowledge Area
Date of Defense
Published
São Paulo, 2009
Supervisor
Committee
Laurentiz, Silvia Regina Ferreira de (President)
Beiguelman, Giselle
Prado, Gilberto dos Santos
Title in Portuguese
O tabuleiro dos jogos que se bifurcam: as manifestações do labirinto nos jogos eletrônicos
Keywords in Portuguese
Arte digital
Artemídia
Game art
Jogos eletrônicos
labirinto
Abstract in Portuguese
Esta pesquisa tem como objeto de estudo principal as manifestações do labirinto nos jogos eletrônicos, dando continuidade às nossas pesquisas sobre o labirinto e à nossa produção artística em novas mídias. As investigações realizadas se deram em duas frentes, sendo uma teórica, onde fizemos uma revisão da bibliografia sobre o labirinto, com a finalidade de termos os subsídios necessários para analisar a presença do labirinto nos jogos eletrônicos. Esta análise se deu em termos espaciais e temporais, tomando a forma de dois capítulos da dissertação, tendo o apoio de estudos na área dos jogos eletrônicos e de referências da literatura e do cinema. Já na frente artística, realizamos nove trabalhos, empregando mídias digitais, que se relacionam, de alguma forma, com a temática desta pesquisa. Apresentamos estes trabalhos ao longo da dissertação, dedicando um breve texto a cada um deles, onde apontamos o diálogo entre eles e os jogos eletrônicos, assim como com referências artísticas, literárias, cinematográficas e teóricas.
Title in English
The board of forking games: the presence of labyrinths in electronic games
Keywords in English
Digital arts
Game art
Games
Labyrinth
New media arts
Abstract in English
This research is concerned with the ocurrences of labyrinths in electronic games, continuing our studies related to labyrinths and our artistic work in new media. The work done comprises two parts; the first one theoretical, where we revised selected references about the labyrinth, aiming to collect elements to analyse the ocurrences of labyrinths in electronic games. This analysis was performed in spacial and temporal terms, comprising two chapters of this dissertation, with the support of studies related to electronic games and literary and cinematographical references. In the artistic part, we developed nine works, using digital media, that are related, somehow, with the subject of this reasearch. These works are introduced along the dissertation, with a short text about each one, where we evidence the dialog between them and electronic games, as well as with artistic, literary, cinematographical and theoretical references.
 
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dissertacao_web.pdf (7.28 Mbytes)
Publishing Date
2009-11-10
 
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