Name: ADRIANA FALQUETO LEMOS
Publication date: 16/10/2018
Advisor:
Name | Role |
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VIVIANA MÓNICA VERMES | Advisor * |
Examining board:
Name | Role |
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DANIELA ZANETTI | Internal Alternate * |
SÉRGIO DA FONSECA AMARAL | Internal Examiner * |
VIVIANA MÓNICA VERMES | Advisor * |
Summary: Through the examination of a corpus composed of manuals, texts, images and music of the game we intended to understand how the videogame Castlevania: Symphony of the Night (1997) consolidates in its syncretic set an artistic style proper of a phase of Western art history. The study has, as a starting point, the premises that a) videogames, as a syncretic objects, lack multidisciplinary study; b) like other contemporary cultural objects, videogames are circumscribed within the circuit of textual studies and reading; and c) all work of artistic authorship is influenced by the world around the author, being linked to a network of knowledge and culture and, therefore, this cultural object is both an appropriation of the world that surrounds it as a representation of itself as well. Taking into account the emergence of the Gothic narrative in literature with Horace Walpoles first novel, The Castle of Otranto, 1764, the discussion begins with a parallelization of the emergence of the Gothic style in Bram Stokers novel Dracula (1897), and the way the ancient elements of that culture (eg, music, architecture, and mythical figures) were aesthetically reorganized in order to produce an effect in the videogame Castlevania: SoTN. After reviewing literature that favored postmodern critique (ANDERSON, 1999; JAMESON, 1985, 2004; LYOTARD, 1986; HUTCHEON, 2000; GIDDENS, 2002), in addition to the studies of theorists such as Rosen (2000) and Certeau (2008), it was observed that the process of selection and organization of ―memories‖ that will be part of a ―collage‖, in a cultural object, is a subjective experience. The reasons behind the creation of these postmodern ―parodies‖ escape the creators, because these fragments unconsciously refer to the vertigo of a so-called ―nostalgia‖, accessed by sensitivity and tact.
Keywords: Videogame. Literature. Gothic. Intersemiosis. Postmodernity. Nostalgia.