Título: | BETWEEN MEEPLES AND DICES: BOARD GAMES AS GOODS, CONSUMPTION OF EXPERIENCE AND MEDIA | ||||||||||||
Autor: |
ANNIE LAURIE LATTARI FERREIRA BRAGA |
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Colaborador(es): |
CLAUDIA DA SILVA PEREIRA - Orientador |
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Catalogação: | 31/MAR/2022 | Língua(s): | PORTUGUESE - BRAZIL |
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Tipo: | TEXT | Subtipo: | THESIS | ||||||||||
Notas: |
[pt] Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio. [en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio. |
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Referência(s): |
[pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=58434&idi=1 [en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=58434&idi=2 |
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DOI: | https://doi.org/10.17771/PUCRio.acad.58434 | ||||||||||||
Resumo: | |||||||||||||
Table games, also called board games, are commonly associated with games
such as Monopoly, Risk, Game of Life, among others. However, in recent years,
the world industry has diversified and today you can see a great innovation in titles,
in addition to the growing public interest in new analogue games. In an increasingly
individualistic and technological society, board games provide face-to-face
communicational interactions between us, a reverse movement to virtual
relationships. Thus, this research intends to approach board games in a
communicational and cultural context, aiming to understand the significant moment
(and full of meaning) that the return of interest in this type of game may reflect. For
this, we analyze the board game under three dimensions: object (from the
perspective of consumption theories); activity (the idea of the magic circle, the
player s immersion and his probable consumption of experience) and media (the
possibility of reading board games as media texts and their cultural resonance). As
a methodology, we adopted semi-structured qualitative interviews and quantitative
interviews (application of survey in a practicing public), in addition to the
bibliographical review that covered the works of Paul Booth, Jesper Juul, Stewart
Woods, Emmanoel Ferreira (in the area of Games Studies); Mary Douglas, Jean
Baudrillard (in the area of consumption); Cláudia Pereira, Tatiana Siciliano and
Everardo Rocha (in the idea of consumption of experience); and Jesús MartínBarbero, Ana Carolina Escosteguy, Douglas Kellner (from the perspective of the
media and Cultural Studies), among other authors.
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