131550 - Cursos de verão da FFLCH 2025 - Metodologias e Análises de Pesquisa para Adaptação Audiovisual |
Período da turma: | 04/02/2025 a 25/02/2025
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Descrição: | AULA 1- Introdução aos Estudos de Adaptação Audiosivual
AULA 2 - Metodologias e Práticas de Análise de Adaptações Cinematográficas AULA 3 - Metodologias e Práticas de Análise de Adaptações Serializadas nos Streamings AULA 4 - Metodologias e Práticas de Análise de Adaptações de Videogames Referência Bibliográfica: AARSETH, E. (2007). Doors and Perception: Fiction vs. Simulation in Games. Intermédialités, 9, 35–44. Bennett, Tara. (2014). Showrunners: The Art of Running a TV Show. Titan Books. Bordwell, David & Thompson, Kristin. (2013). A Arte do Cinema: uma Introdução. Editora Unicamp. Bordwell, David. (2020). Quando a mídia se torna gerenciável: Streaming, pesquisa de filmes e o Multiplex Celestial. Disponível em: https://abraccine.files.wordpress.com/2020/08/abraccine_traduccca7occ83es_bordwell_renato_1.pdf Boszorád, Martin. (2020). Watch a Film, Play a Game -- Play a Film, Watch a Game: Notes on the ‘Intermedia-Presence’ of Digital Games in Cinema. Acta Ludologica, 3(1), 4-17. Boozer, Jack. (2008). Authorship in film adaptation. University of Texas Press. Brookey, Robert Alan. (2010). Hollywood Gamers: Digital Convergence in the Film and Video Game Industries. Indiana University Press. Chalaby, Jean K. (2011). The making of an entertainment revolution: How the TV format trade became a global industry. European Journal of Communication, 26(4), 293-309. Clark, M. J. Edgar-Hunt, Robert et al. (2013). A Linguagem do Cinema. Elliot, Kamilla. (2020). Theorizing Adaptation. Oxford University Press. Esser, Andrea; Smith, Iain Robert & Bernal-Merino, Miguel Á. (2016). Media Across Borders: Localising TV, Film and Video Games. Routledge. Fiske, John. (2004). Television Culture. In: RIVKIN, Julie &RYAN, Michael. (Ed.). (2004). Literary theory: an anthology. 2. ed. Oxford: Blackwell Publishing, 1274 - 1284. Grossman, Julie, and R. Barton Palmer (Eds). (2017). Adaptation in Visual Culture: Images, Texts, and Their Multiple Worlds. Springer. Hutcheon, Linda and O’Flynn, Siobhan. (2013). A Theory of Adaptation. London: Routledge. Jenkins, Henry; Green, Joshua & Ford, Sam. (2022). A Cultura da Conexão. Aleph. Jenkins, H. (2004). Game Design as Narrative Architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.), First Person: New Media as Story, Performance, and Game (pp. 118-130). The MIT Press. Kennedy, H. W. (2019). Transmedia Games: Aesthetics and Politics of Profitable Play. In M. Freeman & R.R. Gambarato (Eds.), The Routledge Companion to Transmedia Studies (pp. 72-81). Routledge. Leitch, Thomas (Ed.). (2017). The Oxford Handbook of Adaptation Studies. Oxford University Press. Liboriussen, Bjarke. (2023). Videogame Adaptations as Opportunities for Remembering Gameplay. Game Studies, 23(1). Disponível em: https://gamestudies.org/2301/articles/liboriussen_adaptations McCabe, Colin & Murray, Kathleen. (Ed). (2011). True to the Spirit: Film Adaptation and the Question of Fidelity. OUP. Machado, Arlindo. (2014). A Televisão levada à sério. 6 ed. Editora Senac. Machado, Arlindo. (1997). Pré-Cinemas & Pós-Cinemas. Papirus. Orlebar, Jeremy. (2013). The Television Handbook. 4. ed. Routledge. Skolnick, Evan. (2014). Video Game Storytelling: What Every Developer Needs to know about Narrative Techniques. New York: Watson-Guptill Publications. Souza, Ricardo Vinicius Ferraz de. (2023). Video Games: The Fictional Feedback Loop. In: Milton, John & Cobelo, Silvia. (2023). Translation, Adaptation and Digital Media. Routledge. Stam, Robert & Raengo, Alessandra. (2008). A Companion to Literature and Film. John Wiley & Sons. Stam, Robert. (2015). Keywords in subversive film and media aesthetics. Blackwell. Wasko, Janet (Ed). (2020) A companion to television. John Wiley & Sons. Wells-Lassagne, Shannon. (2017). Television and Serial Adaptation. |
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Carga Horária: |
12 horas |
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Tipo: | Obrigatória | ||||
Vagas oferecidas: | 100 | ||||
Ministrantes: |
Fernanda Martins Ferreira de Araujo |
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