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Abstract(s)
Este trabalho de dissertação tem como base o tema dos videojogos. O objetivo consiste em analisar as potencialidades das tecnologias interativas, como é o caso dos jogos interligando com o mundo da educação e do património cultural (material e imaterial). Procuramos entender a possibilidade de estudar a interdisciplinaridade entre as línguas, a história, a matemática, a tecnologia, outras áreas e formas de arte através da metodologia qualitativa e interpretativa. Começamos por fazer uma recolha bibliográfica, extensiva para ter uma perspetiva mais ampla.
No que diz respeito ao património, descrevo alguns dos jogos e como estes dão a conhecer o património cultural no mundo virtual. Assim, faz-se uma análise mais cuidada para comparar o mundo real com o mundo que as empresas criam (o mundo virtual) para termos a noção da potencialidade deste meio. Ao longo desta dissertação, abordam-se estes dois aspetos, os videojogos e a educação, e descreve-se como a cultura contemporânea vê este tema, em relação ao seu papel na economia, no meio social e até no meio político. Para terminar, a parte mais analítica e menos teórica vai ser em relação aos jogos, que neste caso são os de Assassin's Creed 11 e o Odyssey para comparar duas épocas distintas. Entretanto, ao longo da tese podemos ver uma parte mais teórica onde está presente a história de como começaram os jogos, as suas divergências (ou aquelas que chamam mais atenção), a ligação com a educação e com o património. Por fim, a análise prática do jogo para ligar à arte. Para apoio, temos as referências bibliográficas, o próprio jogo, vídeos, testemunhos e uma tabela analítica/comparativa com o fictício e o real. Muitos jogos são bastante ricos do ponto de vista do seu património cultural, pois representam a realidade e valorizam-na. É interessante compreender que através do jogo se podem aprender conteúdos programáticos que nem sempre são do interesse dos mais jovens.
This dissertation work is based on the theme of video games. The objective is to analyze the potential of interactive technologies, as is the case of games interconnecting with the world of education and cultural heritage (material and immaterial). We seek to understand the possibility of studying interdisciplinarity between languages, history, mathematics, technology, other areas and forms of art through qualitative and interpretative methodology. We start by making an extensive bibliographic collection to have a broader perspective. With regard to heritage, I describe some of the games and how they make cultural heritage known in the virtual world. Thus, a more careful analysis is made to compare the realworld with the world that companies create (the virtualworld) in arder to understand the potential of this medium. Throughout this dissertation, these two aspects are addressed, video games, education and how contemporary culture views this theme, in relation to its role in the economy, in the social and even in the politicai environment. Finally, the most analytical and least theoretical part will be in relation to the games, which in this case are those of Assassin's Creed 11 and Odyssey to compare two different eras. However, throughout the dissertation we can see a more theoretical part where the story of how the games started, their divergences (ar those that cali the most attention) the connection with education and heritage. Finally, the practical analysis of the game to connect with art. For support, we have bibliographic references, the game itself, videos, testimonies and an Analytical I comparative table with the fictional and the real. Many games are quite rich from the point of view of their cultural heritage, as they represent reality and value it. lt is interesting to understand that through the game you can learn programmatic content that is not always of interest to young people.
This dissertation work is based on the theme of video games. The objective is to analyze the potential of interactive technologies, as is the case of games interconnecting with the world of education and cultural heritage (material and immaterial). We seek to understand the possibility of studying interdisciplinarity between languages, history, mathematics, technology, other areas and forms of art through qualitative and interpretative methodology. We start by making an extensive bibliographic collection to have a broader perspective. With regard to heritage, I describe some of the games and how they make cultural heritage known in the virtual world. Thus, a more careful analysis is made to compare the realworld with the world that companies create (the virtualworld) in arder to understand the potential of this medium. Throughout this dissertation, these two aspects are addressed, video games, education and how contemporary culture views this theme, in relation to its role in the economy, in the social and even in the politicai environment. Finally, the most analytical and least theoretical part will be in relation to the games, which in this case are those of Assassin's Creed 11 and Odyssey to compare two different eras. However, throughout the dissertation we can see a more theoretical part where the story of how the games started, their divergences (ar those that cali the most attention) the connection with education and heritage. Finally, the practical analysis of the game to connect with art. For support, we have bibliographic references, the game itself, videos, testimonies and an Analytical I comparative table with the fictional and the real. Many games are quite rich from the point of view of their cultural heritage, as they represent reality and value it. lt is interesting to understand that through the game you can learn programmatic content that is not always of interest to young people.
Description
Keywords
Videojogo Cultura História Arte Videogame Culture History Art Culture History Art
Citation
Publisher
Instituto Politécnico do Porto. Escola Superior de Educação