Propositadamente incoerente:estudo das adaptações dos videojogos para o cinema

  • Jacopo Wassermann

Student thesis: Master's Thesis

Abstract

The present research aims to sketch an analytical approach to videogame adaptations within the following three fields of reference: film studies, game studies and adaptation studies. Videogame adaptations are posited as liminal works that have enjoyed scarce academic interest. The investigation’s main task is to analyze how videogame adaptations have the power to alter our comprehension of the two media in question (cinema and videogames). A great number of their foundational characteristics, both industrial, technological and aesthetical point towards the increasingly fragile barriers between “closed” narrative and “open” interaction. Is it appropriate to distinguish between a spectator and a videogame player based on the passivity of the first as opposed to the activity of the second? Are the arbitrariety and agency conferred to a videogame player really antithetical to film narration? Is realism a prerogative of cinema, or might it characterize videogames, as well? These issues become relevant in the theoretical framework of cinema, videogames ando of adaptation itself, forcing us to redefine some of its fundemantal assumptions. Similarly, this theoretical redefinition could inform a new approach to videogame adaptations in terms of writing, production and directing.
Date of Award2016
Original languagePortuguese
SupervisorFILIPE SOARES BRANCO DA COSTA LUZ (Supervisor)

Keywords

  • AUDIOVISUAL
  • VIDEO GAMES
  • FILM ADAPTATION
  • CINEMA
  • TID:201329484

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