Doutorado em Performances Culturais (FCS)
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Navegando Doutorado em Performances Culturais (FCS) por Por Orientador "Christino, Daniel"
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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 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.