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QUANDO ESTOU? a construção da narrativa como jogo, na série de TV Westworld

Authors: Souza, Jessica Nascimento;

QUANDO ESTOU? a construção da narrativa como jogo, na série de TV Westworld

Abstract

Esta dissertação almeja investigar, a partir da articulação entre a estruturação das séries sequenciais e as técnicas narrativas, de que forma a construção narrativa pode se tornar um jogo para o espectador, na série Westworld (2016). Desta forma, é proposto como metodologia o desenvolvimento de uma pesquisa bibliográfica, sendo a organização do estudo feita por meio da produção de três capítulos. No primeiro capítulo é discutida a diferença entre série episódica e série sequencial. Além disso, é feito um comparativo entre a série Westworld (2016) e o filme Westworld (1973). No segundo capítulo é feita uma investigação sobre como as temporadas de Westword (2016) podem ser analisadas a partir dos conceitos de imagem-movimento e imagem-tempo criados pelo filósofo Gilles Deleuze. Também são aprofundados os conceitos de imagem-afecção, imagem-percepção, imagem-ação, imagem-lembrança e imagem-cristal. No terceiro capítulo visa-se entender de que maneira Westworld (2016) se utiliza das técnicas narrativas de cliffhanger e plot twist para estabelecer a narrativa elíptica da primeira e da segunda temporada. Pondera-se o marketing utilizado para a divulgação da segunda temporada da série e apura-se o engajamento e a receptividade dos fãs quanto às temporadas produzidas. Dessa forma, no primeiro capítulo estudamos o formato de série sequencial em teoria, no segundo capítulo assimilamos as técnicas narrativas que embasam o formato sequencial na prática, e no terceiro capítulo detectamos como essa construção cria um jogo para o espectador, considerando a visão dos fãs sobre essa proposta - respondendo, assim, ao problema que guia esta dissertação. This dissertation aims to investigate, based on the articulation between the structuring of the series sequences and narrative techniques, how the narrative construction can become a spectator game in the Westworld series (2016). Thus, it is proposed as a methodology the development of a bibliographical research, being the organization of the study done by through the production of three chapters. In the first chapter the difference between series is discussed. episodic and sequential series. In addition, a comparison is made between the Westworld series (2016) and the movie Westworld (1973). The second chapter investigates how the seasons of Westword (2016) can be analyzed from the concepts of movement-image and time-image created by philosopher Gilles Deleuze. Are also deepening the concepts of image-affection, image-perception, image-action, memory-image and crystal-image. The third chapter aims to understand how Westworld (2016) uses cliffhanger and plot twist narrative techniques to establish the elliptical narrative of the first and second seasons. The marketing used is considered for the dissemination of the second season of the series and the engagement and receptivity of the fans regarding the seasons produced. Thus, in the first chapter we studied the Sequential series format in theory, in the second chapter we assimilate the narrative techniques that support the sequential format in practice, and in the third chapter we detect how this construction creates a game for the spectator, considering the fans' view of this proposal - thus answering the problem that guides this dissertation.

Keywords

narrative, Jogo, Fãs, game, Serie, Narrativa

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selected citations
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This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
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influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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impulse
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