Literature and Videogames: Adaptation and Reciprocity
Résumé
The present article aims to discuss on the relation between Literature and Videogames showing how the lifestyle of the postmodern man was, somehow, predicted by the literaty production from the twentieth century, and how literature has offered subsidies to the production of videogames narratives and other virtual programms which intend to represent reality. To this end, we have used the studies of James Naremore (2000) and Tania Pellegrini (2003), among others, to raise discussions toward the process of adaptation and reciprocity in the literaty and virtual universe. The results point to a close relation between these two forms of expression. Also, the gamer culture has been taking its space and developing potentialities in individuals that few methods can. Every year, elements that make impossibilities possible are developed in monumental speed. It is necessary to take into account such phenomena so they are not unnoticed. The physical reality adds to the virtual and vice versa. This cycle will not end soon.Téléchargements
Références
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CAMARGO, Luis ( Apres.). In: PELLEGRINI, Tânia et al. Literatura, Cinema e Televisão. São Paulo: Editora Senac: Instituto Itari Cultural, 2003.
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PELLEGRINI, Tânia et al. Literatura, Cinema e Televisão. São Paulo: Editora Senac: Instituto Itari Cultural, 2003.
SOLYSZKO, Daniel. Literatura em Games. Istoé, 20/02/2015. Disponível em: . Acesso em: 5 ago. 2016.
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(c) Tous droits réservés Revista Letras Raras 2023
Ce travail est disponible sous licence Creative Commons Attribution - Pas d’Utilisation Commerciale 4.0 International.