Transmidiação em hakuouki: da narrativa histórica para o videogame
Data
2022-12-14
Tipo
Dissertação de mestrado
Título da Revista
ISSN da Revista
Título de Volume
Resumo
Hakuouki é um videogame lançado em 2008 que trata da Revolução Meiji, sob o ponto de vista de versões romantizadas de personagens históricos que lutaram para defender o xogunato contra a autoridade do imperador. A presente pesquisa busca identificar como um novo produto midiático, o videogame Hakuouki, retoma e retrata a narrativa sobre a Corte Imperial no período histórico da Revolução Meiji, de modo a identificar as formas pelas quais a narrativa proposta pelo videogame apresenta a função do Imperador no ordenamento político contemporâneo e o desempenho dos que ocupam a coroa na década de 2000. Para tanto, a partir das contribuições teóricas de Elleström (2017a), Rajewsky (2012), Clüver (2012) e Müller (2020), abordaremos a ludologia e sua ligação com a linguística e o processo intermidiático que transpõe a narrativa histórica escrita para o funcionamento interno de uma mídia diversa, o videogame. A análise buscará explicitar os modos pelos quais a nova mídia, de um lado, reverbera aspectos específicos da narrativa histórica do Japão do xogunato tardio até a contemporaneidade, ressaltando o papel heroico atribuído ao Imperador, sinônimo de progresso e modernidade, e, de outro, representa um contraponto a leituras consolidadas da figura imperial. Por fim, aplicaremos os conhecimentos reunidos à ludonarrativa, e verificaremos o modo como a narrativa histórica foi transposta para o novo ambiente semiótico de modo a confirmar a hipótese de que, conquanto tenha sido produzido comercialmente, em um momento de fortalecimento dos ideais imperialistas, o videogame Hakuouki, a partir de seu funcionamento interno e artifícios próprios desta mídia, produz uma narrativa ousada, tendo em vista os tabus sociais japoneses, colocando o Nacionalismo como um mal a ser combatido.
Hakuouki is a video game released in 2008, about the Meiji Revolution, from the point of view of romanticized versions of historical characters who fought to defend the shogunate against the emperor's authority. This research seeks to identify how a new media product, the video game Hakuouki, resumes and portrays the narrative about the Imperial Court in the historical period of the Meiji Revolution, in order to identify the ways in which the narrative proposed by the video game presents the role of the Emperor in contemporary political order and the performance of those who occupy the crown in the 2000s. To this end, from the theoretical contributions of Elleström (2017a), Rajewsky (2012), Clüver (2012) and Müller (2020), we will approach ludology and its connection with linguistics and the intermedia process that transposes the historical narrative written to the inner workings of a diverse media, the video game. The analysis will seek to explain the ways in which the new media, on the one hand, reverberates specific aspects of Japan's historical narrative from the late shogunate to contemporaneity, emphasizing the heroic role attributed to the Emperor, synonymous with progress and modernity, and, on the other, represents a counterpoint to consolidated readings of the imperial figure. Finally, we will apply the knowledge gathered to the ludonarrative, and verify how the historical narrative was transposed into the new semiotic environment in order to confirm the hypothesis that, while has been commercially produced, at a time of strengthening of imperialist ideals, the Hakuouki video game, from its internal functioning and artifices proper to this media, it produces a bold narrative, in lieu of Japanese social taboos, placing Nationalism as an evil to be vanquished.
Hakuouki is a video game released in 2008, about the Meiji Revolution, from the point of view of romanticized versions of historical characters who fought to defend the shogunate against the emperor's authority. This research seeks to identify how a new media product, the video game Hakuouki, resumes and portrays the narrative about the Imperial Court in the historical period of the Meiji Revolution, in order to identify the ways in which the narrative proposed by the video game presents the role of the Emperor in contemporary political order and the performance of those who occupy the crown in the 2000s. To this end, from the theoretical contributions of Elleström (2017a), Rajewsky (2012), Clüver (2012) and Müller (2020), we will approach ludology and its connection with linguistics and the intermedia process that transposes the historical narrative written to the inner workings of a diverse media, the video game. The analysis will seek to explain the ways in which the new media, on the one hand, reverberates specific aspects of Japan's historical narrative from the late shogunate to contemporaneity, emphasizing the heroic role attributed to the Emperor, synonymous with progress and modernity, and, on the other, represents a counterpoint to consolidated readings of the imperial figure. Finally, we will apply the knowledge gathered to the ludonarrative, and verify how the historical narrative was transposed into the new semiotic environment in order to confirm the hypothesis that, while has been commercially produced, at a time of strengthening of imperialist ideals, the Hakuouki video game, from its internal functioning and artifices proper to this media, it produces a bold narrative, in lieu of Japanese social taboos, placing Nationalism as an evil to be vanquished.