Programa de Pós-graduação em Performances Culturais
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Navegando Programa de Pós-graduação em Performances Culturais por Por Orientador "Christino, Daniel"
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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 O arrepio do lúdico: análise da construção do espaço e da atmosfera de jogos de videogame de horror, terror, suspense e subgêneros(Universidade Federal de Goiás, 2021-08-06) Bueno, Murilo Gabriel Berardo; Christino, Daniel; http://lattes.cnpq.br/1395742383165403; Christino, Daniel; Rocha, Claudio Aleixo; Franco, Edgar Silveira; Nogueira, Lisandro Magalhaes; Melo, Marcilon Almeida deCette thèse de doctorat analyse la construction de l'espace et l'atmosphère de l'horreur, le suspense et les genres possibles dans le jeux vidéo. L'investi-gation interdisciplinaire combine les études phénomènologiques propos par Heidegger, Gumbrecht et Fink, avec un cadre complemmentaire des étu-des sur les performances culturelles propos par Schechner, Turner et Gen-nep, ainsi que les études sur le genre et les narratifs cinématographiques, en permettrant d'annaliser comment l'expérience et matérialisation de l'espace et de l'atmosphère sont construites dans les jeux, en amenent points de con-tact avec les états liminaires et performatiques qui constituent l’expérience de la jouabilité et offrent la possibilité d'étudier des genres et des catégories nar-ratifs dans les jeux. The objectif de la recherche est d'analyser l'espace et l'atmosphère des jeux Outlast, Outlast II, The Evil Within, The Evil Within 2, Resident Evil 2 (Remake), Resident Evil 3 (Remake). Ces jeux ont été choisi pour être, bien qu'ils sont issus d'une recherche qualitative, d'un échantillon pertinent pour une discussion sur différents types d'espaces, d'atmosphères, d'ouvertures esthétiques et de genres narratifs. L'objectifs spécifiques ont été établis pour analyser l'interface entre les performances culturelles et phéno-ménologie, par l'analyse de la construction d'espaces organisés pour faire peur. Un objectif supplémentaire pour l'orientation et le développement de la recherche était de mener l'investigation des jeux d'un point de vue esthéti-que, liés à apporter la consolidation du climat de peur et la constitution d'un langage visant à l'esthétique dans les jeux qui font partie du corpus de re-cherche. Enfin, le besoin d'enqueter sur les histoires, les intrigues et les récits dans la consolidation des tropes de genre à chaque moment de jeuabilité. Au cours de la discussion sur le sujet dont je m'occupe, l'objet d'un corpus d'étu-des et de recherches, nous avons développé l'analyse basée sur une structu-re interdisciplinaire, dans une combinaison d'éléments théoriques, com-me proposé avant.Item Um olhar para as performances culturais na midiatização do ritual da novena a Nossa Senhora do Perpétuo Socorro durante a pandemia da Covid-19(Universidade Federal de Goiás, 2023-01-13) Costa, Christiane Gonçalves; Christino, Daniel; http://lattes.cnpq.br/1395742383165403; Christino, Daniel; Nogueira, Lisandro Magalhães; Silva, Wagner Bandeira da; Arbués, Margareth Pereira; Veloso, Sainy Coelho BorgesThis paper brings a look at the mediatization of the ritual of the Novena in honor of Our Lady of Perpetual Help during the Covid-19 Pandemic, which goes through the concepts of the media-tization of religion and cultural performances regarding the theories of ritual and drama. The objective is to describe the scenario of the novena, its origin since the 14th century, and its continuity worldwide, in specific, in the Sacrosanct Minor Basilica of Our Lady of Perpetual Help, in Goiânia, Goiás, and how this scenario changed during the COVID-19 pandemic. With this, was sought to scrutinize the traces of cultural performances, observing how this ritual is char-acterized, as well as the relationship that the population and the faithful have with the rite, their beliefs, and how this behavior was changed, during the period of physical isolation, required by the pandemic of COVID-19. The research content was produced in the light of theoretical studies of cultural performances, theology, particularly Mariology, and the mediatization of religion. The data analysis was done qualitatively, by online research methods, based on observations of noted behaviors, during rituals, before the pandemic, and in social media, during the pandemic period.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 Eu jogo. Eu, jogo. A relação humano x máquina nas narrativas de RPGs eletrônicos(Universidade Federal de Goiás, 2022-05-04) Ribeiro, Raquel de Paula; Christino, Daniel; http://lattes.cnpq.br/1395742383165403; Christino, Daniel; Oliveira, Flávio Gomes de; Nogueira, Lisandro Magalhães; Melo, Marcilon Almeida de; Oliveira, Rodrigo CássioThis research has as a main proposal the discussion and analysis of the electronic RPG and the relation they provide between the machines or game gadgets and players, also the way these players, when performing their role in game put themselves in more than one space, remaining constantly at a liminary state. In addition to that, this research will pass through important issues about the being and the world around built by players, articulating in the same level real (or physical) environments and digital (or virtual) environments and the perception the player has of both, as the contribution they have to one another’s change, from player to game, from game to player. An important issue to be considered when talking about the player’s self-perception is the issue of other players if there is another player or many others sharing the same space and narrative and the difference it would make in this player’s perception when the other player is a human or a machine. Also, to consider the influence of culture, art, subjectivity, and technology in this player’s perception. The main objective of this thesis is to bring light to entertainment narratives contained in electronical RPG games and the way human stand and act when confronted with them. To achieve that goal, this thesis researches the games The Elder Scrolls V: Skyrim e Xenoblade Chronicles X.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.