João Ricardo Bittencourt
In this work, the concept of video-journal image is presented, an articulation between three layers: machine, ludic and audiovisual.
For this, a methodological process was built that combined quantitative techniques applicable to a large volume of data from the so-called cultural analytics and linked to an ontological perspective on digital games.
As for the theoretical aspect, it started with the idea of understanding the phenomenon of playing as a virtuality that is updated in different ways, including machines created by man aiming to play. From a perspective of archaeological inspiration, little-known machines related to the context of digital games were identified as the first updates of this video-journal image, comprising these machines of the digital age also part of a mediatization process that produces numerous contents derived from the performance of the play. The role of the pixel was perceived in this technocultural revolution linked to an exponentiality of the presence of these technical images of playing, which contributes to the convening of cultural analytics as a way of dealing with this profusion. Its use allowed the creation of the first movement of analysis, through a series of cartographies on the images of the game.
A second movement was then adopted, for which the procedures of the methodology of the frameworks proposed by Suzana Kilpp and worked on in the research group Audiovisualities and Technoculture: Communication, Memory and Design (UNISINOS), in order to observe the results of cartographies through the generation of average images. In addition to the considerations developed in the first movement, it was understood that video game images are updated in their three layers as ethicities and with four great territories of meaning, of frames that permeate them - platforms, graphic interface instruments, diegesis and the magic circle. These territories are framed in a way that we can understand how their senses are managed and, consequently, reflecting on the way of updating the ethics in video game images.
PUBLICATION DETAILS
LANGUAGE | BINDING | EDITION | ISBN | YEAR | PAGES |
Portuguese | eBook | | N/A | 2022 | 293 |
OTHER NAMES
As Ethicidades das Imagens Videojográficas: Aplicando Analítica Cultural em Jogos Digitais
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