Intermidialidade em um passeio pela narrativa nos jogos de luta
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Date
Type
Artigo
Classfication
Date
Journal Title
Travessias
Journal ISSN
1982-5935
Page(s)/e-location
304-316
Language
pt
Source
Source
Cascavel, PR
15
2
maio/ago.
15
2
maio/ago.
Collections
Abstract
O objetivo desse artigo é refletir sobre conceitos de mídia juntamente com os processos da narrativa nos videogames, sobretudo, no gênero dos jogos de luta. Para tanto, uma revisão voltada à narrativa e às mídias foi realizada, cobrindo ideias de McLuhan (2013), Jenkins (2009), Todorov (2006) e Barthes (2011). Então, o espaço duplo entre jogo e narrativa interativa ajudou a compreender como narrativas têm sido apresentadas, considerando aspectos como estrutura e mercado. Mortal Kombat (1992-) e Street Fighter (1987-) foram usados como exemplos de jogos em que o importante papel da narrativa prevalece, sobretudo, em paralelo à evolução do hardware e ao perfil do jogador. Após a comparação, esse trabalho identificou mudanças na comunicação e no comportamento social devido à narrativa e às questões de consumo. Além disso, concluiu-se que o mercado é um aspecto que define parcialmente como o poder e o conhecimento se conectam com narrativas por meio do acesso ao game Na busca por compreender a relação entre os layouts, a finalidade e o entrelace do universo narrativo, da relação com a interatividade e o reconhecimento do jogar pela empresa que possui a franquia desses jogos.
The goal of this paper is to reflect upon media concepts along with narrative process in the video games, most of all, in the genre fighting games. To do this, firstly, a literary review over narrative and medias was approached, covering ideas about McLuhan (2013), Jenkins (2009), Todorov (2006) and Barthes (2011). Then, the double space between media and gaming narrative helped to grasp how narratives have been presented, especially considering aspects such as structure and marketing. Mortal Kombat (1992-) and Street Fighter (1987-) were used as examples of games in which the important role of narrative prevails, above all, in parallel to hardware and player’s profile evolution. After the comparison, this work identified changes in communication and social behaviour due to narrative and economical background. Besides, we concluded that marketing aspect defines part of how power and knowledge connect with narrative by means of access to the game, its interactivity and the recognition of the player by the enterprise that owns the game franchises.
The goal of this paper is to reflect upon media concepts along with narrative process in the video games, most of all, in the genre fighting games. To do this, firstly, a literary review over narrative and medias was approached, covering ideas about McLuhan (2013), Jenkins (2009), Todorov (2006) and Barthes (2011). Then, the double space between media and gaming narrative helped to grasp how narratives have been presented, especially considering aspects such as structure and marketing. Mortal Kombat (1992-) and Street Fighter (1987-) were used as examples of games in which the important role of narrative prevails, above all, in parallel to hardware and player’s profile evolution. After the comparison, this work identified changes in communication and social behaviour due to narrative and economical background. Besides, we concluded that marketing aspect defines part of how power and knowledge connect with narrative by means of access to the game, its interactivity and the recognition of the player by the enterprise that owns the game franchises.
Description
Keywords
Intermidialidade, mídias, narrativa, jogos de luta, Intermediality, media, narrative, fighting games
Citation
SOUZA, Alisson Preto; MARTINEZ, Lis Yana de Lima. Intermidialidade em um passeio pela narrativa nos jogos de luta. Travessias, Cascavel, PR, v. 15, n. 2, p. 304-316, maio/ago. 2021. https://doi.org/10.48075/rt.v15i2.27779. Disponível em: https://e-revista.unioeste.br/index.php/travessias/article/view/27779. Acesso em: 2022-02-21
