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Master's Dissertation
DOI
https://doi.org/10.11606/D.8.2016.tde-19122016-103439
Document
Author
Full name
Robson Scarassati Bello
E-mail
Institute/School/College
Knowledge Area
Date of Defense
Published
São Paulo, 2016
Supervisor
Committee
Campos, Flavio de (President)
Eugênio, Marcos Francisco Napolitano de
Morettin, Eduardo Victorio
Title in Portuguese
O videogame como representação histórica: narrativa, espaço e jogabilidade, em Assassin's Creed (2007-2015)
Keywords in Portuguese
Espaço Virtual
História
Jogabilidade
Jogos eletrônicos
Narrativa
Representação
Videogame
Abstract in Portuguese
O objetivo deste trabalho é investigar as relações entre a representação da História e os jogos eletrônicos (Videogames) através da análise dos jogos da série, produzidos entre 2007 e 2015, Assassins Creed. A série representou múltiplos tempos históricos em narrativas, jogabilidades e espaços virtuais que reconstituíram cenários do passado para exploração e interação de um jogador que controla o avatar de um Assassino. Nossa investigação pretende compreender este produto, ainda pouco estudado nas ciências humanas, em sua especificidade, estabelecendo sua posição dentro da Indústria Cultural em seus suportes materiais e distintos gêneros e em relação a outros jogos. Utilizamos um dos episódios em específico, Assassins Creed III (2012), para nos aprofundarmos sobre o desenvolvimento da narrativa de acontecimentos, a elaboração do espaço, a interatividade proposta, para então compreender como as várias temporalidades são sistematizadas em uma estrutura narrativa e lúdica no conjunto da série, que expressa uma determinada visão sobre o multiculturalismo e a História.
Title in English
Videogames as Historical representation narrative, space and gameplay in Assassin's Creed (2007-2015).
Keywords in English
Electronic games
Gameplay
History
Narrative
Representation
Video game
Virtual Space
Abstract in English
The goal of this work is to investigate relations between the representation of History and electronic games (Videogames) by analyzing the game series Assassins Creed (between 2007 and 2015), which has representations of multiple historic times in narratives, gameplays and virtual spaces that reconstitute sceneries of the past for a player to explore and interact controlling the character of an Assassin. Our investigation intends to understand this product, which has been very little studied in the Humanities, within its specificity, and to pinpoint its position within the Culture Industry with its material supports and many genres as well as in relation to other games. One specific episode of the game, Assassins Creed III (2012), has been used for in-depth analysis of the narrative development of events, the creation of space and the proposed interactivity, so as to understand how the many temporalities are systemized in a ludic and narrative structure throughout the whole series, which expresses a specific view on multiculturalism and History itself.
 
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Publishing Date
2016-12-19
 
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