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Título: DRAWING STORIES IN DIGITAL MEDIA: EXPERIENCE IN INTERACTIVE ILLUSTRATED WORKS THAT MIX ANIMATION, COMICS AND VIDEO GAMES
Autor: VINICIUS JOSE SHINDO MITCHELL
Colaborador(es): LUIZA NOVAES - Orientador
Catalogação: 28/MAI/2024 Língua(s): PORTUGUESE - BRAZIL
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.
Referência(s): [pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=66841&idi=1
[en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=66841&idi=2
DOI: https://doi.org/10.17771/PUCRio.acad.66841
Resumo:
The research aimed to understand the experience and interactivity in illustrated digital objects, which mix animation, comics and video games. The construction of these digital objects, experienced on websites (homepages) or applications (apps) for smartphones, is based on illustration, a type of work that develops narratives through images drawn alongside text (spoken or written), encoded in products for everyday circulation. Research questions were formulated considering observations carried out in the field, such as: Is there an emerging designation for objects that mix animation, comics and video games? Is there a codified product, with a specific audience and repositories? What are the challenges or advantages in developing this type of work, both on a global scale and within the Brazilian context? What qualities can illustration bring to design in digital media, considering the stylistic diversity that includes hand-drawn alongside digital drawing? The research cataloged 118 objects between March 2021 and February 2024. 30 interviews were carried out with 17 Brazilian creators and 13 foreigners, natives of Germany, Australia, Colombia, the United States, Spain, the Netherlands, India, Japan, Mexico, Taiwan and Uganda, among animators, comic artists, designers and game artists, generating qualitative data discussed in the thesis. The research developed frameworks to understand the experience and interactivity in illustrated digital objects, seeking ways to discuss and discern them without categorizing them, a priori, as animation, comics or video games. Authors from the three main areas covered supported the theoretical discussion, such as Marina Estela Graça (2006), animation; Thierry Groensteen (2015), comics; and Jesper Juul (2005), video game. The results indicate the lack of consolidated terminology to designate these works that use mixtures, as well as the existence of obstacles in the production and circulation of objects. However, the findings suggest that there is significant use of the mixture of formats and interactivity in illustrated interactive works, in ways that contribute to making meaning alongside texts and illustrations, strategies that can be understood and replicated in the teaching and practice of design in digital media.
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