Trabalho de Conclusão de Curso - Graduação

A representação da informação em games: um acervo particular de jogos de Nintendo 64

It is about the processing of information in a Nintendo 64 53-game private collection, aiming to raise discussions on the representation of information of these types of Electronic Resources, through the theoretical and practical foundations of thematic and descriptive representation. This work was...

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Autor principal: DELGADO, Vitor Rabelo
Grau: Trabalho de Conclusão de Curso - Graduação
Publicado em: 2017
Assuntos:
Acesso em linha: http://bdm.ufpa.br/jspui/handle/prefix/48
Resumo:
It is about the processing of information in a Nintendo 64 53-game private collection, aiming to raise discussions on the representation of information of these types of Electronic Resources, through the theoretical and practical foundations of thematic and descriptive representation. This work was divided into two stages: the first dealt with the theoretical and practical aspects of descriptive representation, addressing the most relevant items on description of electronic resources, from the AACR2 most relevant fields perspective; the second one, the theoretical and practical aspects of thematic representation of information, under the aegis of indexing and the subject analysis and its process steps, to defining their scope / categories (genres and themes), based on the developed language and registered in collaborative platforms (wiki's) in cyberspace. As a result regarding the descriptive representation, brief changes were needed in the physical description fields – assigning new terminology for the type of media (video game cartridge) – and the elaboration of a general note to understand essential information on the nature of cataloged items (resource type, trade name and access mode). Regarding the thematic representation, which followed two stages of the subject analysis process (Documentary Reading and Concepts Identification), a relationship between the logical parameters (intrinsic elements) was perceived during the identification of game genres and subgenres, confirming the priori definition of 7 main categories (Racing, Fighting, Sports, Flight, Shooter, Adventure, Strategy) and their possibility to origin into subgenres, creating an extensive and detailed repertoire on the concepts of each category and subcategory and how intrinsic elements define them. In general, it is concluded that electronic audio-visual resources such as electronic games require a syncretism of both pre-established parameters in the theories of information codes / manuals and empirical or common knowledge of the gaming universe, to provide linguistic framework and delimiting the depth field of thematic representation. This study is a trial balloon for further analysis, especially if the same criteria and analysis processes made for Nintendo 64 games can either be expanded to the entire population of the Nintendo platform, as establish new criteria for the analysis of genres in video games; whether regrouping intrinsic elements in order to fit all representative concepts, or setting new parameters for the genres and subgenres published for other consoles – be they older or modern – in order to find common denominators especially regarding the thematic representation of the games .