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Esthétique du jeu vidéo: l’art de la régression

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Orientador(es)

Resumo(s)

We propose to “to do as if” video game was an art and to think of what is at play in its reception. Our hypothesis will be : the video games' pleasure is a conscious regressive pleasure, intensifying by the awareness of our becoming- a-child and the excessive and transgressive way of doing so. The player re-becomes a dreaming child, whose playful spirit would give birth to a whole fantasy triggered by the real. That is the point where psychoanalysts (Freud and Winnicott) identifies the germs of creation and creativity, when is expressing the same « omnipotence of thoughts » that art activates at an adult stage. The video games' experience would ally a double pleasure : an interactive spectacle (a neo-aesthetic) and a creative impulse (a proto-poïétic). Yet, is such a regressive way of reaching infantile creative stages enough to make it an art?

Descrição

Palavras-chave

Arte Video Experiência videolúdica Criatividade Desenvolvimento cognitivo-criativo Videojogos

Contexto Educativo

Citação

In: Convocarte, nº7 (dez. 2018): Ars Ludens - Arte, Videojogo e Ludismo Tecnológico, p. 162-177

Projetos de investigação

Unidades organizacionais

Fascículo

Editora

Centro de Investigação e Estudos em Belas-Artes, Faculdade de Belas-Artes da Universidade de Lisboa

Licença CC