Mestrado em Performances Culturais (FCS)
URI Permanente para esta coleção
Navegar
Navegando Mestrado em Performances Culturais (FCS) por Por Orientador "Christino, Daniel"
Agora exibindo 1 - 3 de 3
Resultados por página
Opções de Ordenação
Item A terceira margem da performance: um estudo do ato-narrativo em Três contos de Guimarães Rosa(Universidade Federal de Goiás, 2017-12-19) Barros, Wellington Rodrigues; Christino, Daniel; http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4767433J0; Christino , Daniel; Borges, Rogério Pereira; Nogueira, Lisandro MagalhãesThis dissertation studies the relation between the concept of narrative and performance based on the phenomenon of telling stories applied in three short stories of Guimarães Rosa: 'The Heppiness Margin', 'The Mirror' e 'The Third Margin of the River', form the book 'First Stories' (1988). Methodologically this work consists in a corpus referring in the performance narrative of the own author with two more performers, and with the audiovisual datas in order to reflect in the analyze and in the materialization of the narrative act.Item Amigos e guildas: performance, mídia e agência em MMORPGs(Universidade Federal de Goiás, 2018-08-27) Firmino, José Guilherme Abrão; Christino, Daniel; http://lattes.cnpq.br/1395742383165403; Christino, Daniel; Moraes, Ângela Teixeira de; Oliveira, Rodrigo Cássio deThe present study aims to explore the relationship between digital games, game communities and the agency for creating social bonds and emerging behaviors in interactive digital media: video games. To do so, we rely on Victor Turner’s concepts of liminality and communitas, as well as Richard Schechner's concepts of transport/transformation and I-not-I, and link them to Janet Murray's and Brenda Laurel’s definitions of games and video games, among others and recent publications about media working on such concepts as Ian Bogost's procedural rhetoric and Henry Jenkins' narrative architecture. We argue that through agency, video games allow players to create lasting and real bonds with each other, and to create and interpret meanings about the world around them and about themselves. For this, we are based on the play concepts of Johan Huizinga and Eugen Fink. To do so, we conducted a field survey in the MMORPG The Elder Scrolls Online accompanying a group of five players in their online activities over three months. We had as methodological base the digital ethnography of Robert Kozinets, the mechanism of Jon Elster and the study of behavior and facades of Erving Goffman. In this way, we were able to trace the profile and analyze the actions of our subjects and it was possible to conclude that they have in fact developed significant and lasting affective ties in the digital space without face-to-face contact with the other players. This study also allowed us to look at the social challenges a novice player undergoes in embarking on a massive online game as well as better delineate what motivates veteran players to continue playing. Thus, we argue that this study demonstrates the relevance of cultural performance studies as a theoretical-methodological framework for the study of the field of video games specifically and of social media in general. In addition, we believe that the results and data obtained in this research open windows to new issues in the field of digital media and especially for social studies and discourse analysis focused on video games in general and online video games in particular.Item Larp: jogo e experiência vivida(Universidade Federal de Goiás, 2020-02-28) Santos, Raoni Julian Pablo dos; Christino, Daniel; http://lattes.cnpq.br/1395742383165403; Christino, Daniel; Veloso, Sainy Coelho Borges; Toassa, GiseleThis study brings together authors and interdisciplinary content, to understand the practice of a type of game, Larp, as an immersive activity and from the perspective of cultural performances. The importance of this study is due to the lack of scientific material that creates the connections between Larp's studies and performances. For this, the selection and research of references are based on reviews to understand the relationship of thoughts between authors in a dialectical and historical-cultural way. In this way, the work sought to understand Larp as a recreational and artistic practice to fill the shortage of material. Therefore, a bibliographic review constituted by historical and dialectical materialism. The results obtained from these connections were the perception and concepts about emotional phenomena in performance actions. In the final considerations, the chosen path contributed to a critical relationship of how the theories are beyond instrumentalizing the object. In this way, allowing the study to continue advancing through the historical and cultural contexts observed within future perspectives.