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dc.contributor.advisorDaković, Nevena
dc.contributor.otherJanković, Aleksandar
dc.contributor.otherMartinoli, Ana
dc.contributor.otherMilovanović, Aleksandra
dc.contributor.otherDelić, Lidija
dc.creatorMitrović, Biljana
dc.date.accessioned2018-09-06T09:29:40Z
dc.date.available2018-09-06T09:29:40Z
dc.date.available2020-07-03T17:26:20Z
dc.date.issued2018.03.27
dc.date.submitted2017-12-21
dc.identifier.urihttp://eteze.arts.bg.ac.rs/handle/123456789/277
dc.identifier.urihttps://nardus.mpn.gov.rs/handle/123456789/9818
dc.description.abstractCilj ovog rada je multiperspektivna identifikacija teksta MMORPG video-igara (engl. massively multiplayer online role-playing games) kao novomedijskog, narativnog i izvođačkog fenomena, odnosno sagledavanje i analiza ovih igara u oblasti studija medija, kulture i umetnosti (izvođenja, ekranskih umetnosti i naratologije) i identiteta koji u procesu igranja nastaju kao rezultat specifičnosti teksta. Istraživanje polazi od razmatranja MMORPG igara kao manifestacije novih medija iz ugla organizacije, strukture i sadržaja. Zatim se ovi tekstovi pozicioniraju u oblasti teorije igre u kontekstu kulture, odnosno ispituje se kako se opšte odlike igre reflektuju na identitet MMORPG video-igara. U užem polju studija video-igara, razmatra se poreklo i razvoj, te pitanje žanra MMORPG-a i posebnosti i odnos naratološkog i ludološkog pristupa proučavanju ovog digitalnog fenomena. Uočavanje, razumevanje i analiza odlika i strukture naracije i pitanja autorstva usmereni su ka određenju narativnog identiteta MMORPG video-igara i njihovom pozicioniranju u kontekstu hiperteksta, te intertekstualnom i transmedijalnom polju uspostavljanja tekstualno-sadržinskih veza identiteta sa drugim umetnostima, pre svega književnošću i filmom. Istovremeno, uočava se specifičan kapacitet za stvaranje kreativnih formi – mašinima. MMORPG se takođe pozicionira u odnosu na koncepte virtuelnosti i aktuelnosti i principe imerzije i interaktivnosti. Ispitivanje karakteristika i mogućnosti izvođenja u MMORPG video-igrama uz analizu antropoloških i kulturnih aspekata izvođenja u novomedijskom okruženju usmereno je pre svega ka razmatranju pitanja tela (avatara), vremena i prostora izvođenja. Konačno, kao rezultat delovanja navedenih vidova formiranja identiteta teksta, nastaju i ispoljavaju se identiteti koje igrači stvaraju u tekstu ‒ posredstvom avatara u oblasti fenomena tela, rase, roda i jezičkog identiteta, kao pojedinačnih i kolektivnih konstrukata. U radu se potvrđuju hipoteze da MMORPG video-igre kao novomedijski tekst konstituišu specifične mogućnosti narativa ‒ sa posebnim određenjem fenomena autora, poseduju posebne moduse izvođenja uslovljene novomedijskim okruženjem, te da formiranje identiteta u MMORPG video-igrama prati principe fluidnih, umnoženih, višeslojnih identiteta ispoljenih kroz više digitalnih platformi i povezanih sa umnoženim funkcijama i ulogama autora, igrača, izvođača i publike. Ova novomedijska pojava identifikuje se kao meta i hiper fenomen – žanrovski, narativni, izvođački, koji zahvaljujući svojoj multifunkcionalnosti objedinjuje forme iz kojih je potekao u složeni, heterogeni tekst.sr
dc.description.abstractThe aim of this thesis is a multiperspective identification of MMORPGs as a new media, narrative and performing phenomenon, i.e. analysis of these video games in the media, culture and art fields (performing, screen media art practices and narratology), as well as the analysis of identities that arise during the process of playing the game, primarily as a result of the specificity of the text. The research involves the analysis of MMORPGs as identity manifestations of new media, from the perspective of their organization, structure and content. These texts are then positioned in the field of game theory in the cultural context – it is examined how general features of the game and play reflect on the identity of MMORPGs. In the domain of game studies, the origin and evolution, as well as issue of MMORPG genre and the particularities and relations of narratologic and ludologic approaches to the study of this digital phenomenon are considered. Insight, understanding and analysis of the features and structure of narration and the authorship in these video games are oriented toward identification of the narrative identity of MMORPG games and their positioning in the context of hypertext, intertextuality and transmedialality as well as establishing links between the identity of these texts with literature and film. At the same time, there is a specific capacity for creating machinimas in these games. MMORPG is also positioned in relation to the concepts of virtuality and actuality, as well as the principles of immersion and interactivity. The study of characteristics and performance possibilities in MMORPGs, considering the anthropological and cultural aspects of performance in the new media environment – is primarily focused on interpreting of the body (avatar), performance time and space. Finally, as a result of actions of the above mentioned forms of identity formation, the identities that the players create in the text – by means of avatars in the domains of the body, race, gender and language identity as individual and collective constructs emerge and manifest. The analyses results confirm the hypothesis that MMORPGs as new media texts constitute specific possibilities of the narrative − with a distinct determination of the author, possess particular modes of performance, and that the formation of identity in MMORPGs follows the principles of fluent, multiplied, multilayered identities manifested through multiple digital platforms and associated with multiplied functions and roles of authors, users, players, performers and the audience. This new media product is identified as a meta and a hyper phenomenon in the domains of genre, narrative, performing, which, thanks to its multifunctionality, combines the forms from which it originates into complex, heterogeneous text.en
dc.language.isosrpsr
dc.publisherУниверзитет уметности у Београду, Факултет драмских уметностиsr
dc.rightsopenAccessen
dc.sourceУниверзитет уметности у Београдуsr
dc.subjectMMORPG video-igresr
dc.subjectMMORPGsr
dc.subjectdigital environmentsr
dc.subjectcultural transcodingsr
dc.subjectauthorsr
dc.subjectnew media performancesr
dc.subjectnarration in the digital environmentsr
dc.subjectavatarsr
dc.subjectdigitalno okruženjesr
dc.subjectkulturno transkodiranjesr
dc.subjectautorsr
dc.subjectnovomedijsko izvođenjesr
dc.subjectnaracija u digitalnom okruženjusr
dc.subjectavatarsr
dc.subjectdigital environmentsr
dc.subjectcultural transcodingsr
dc.subjectauthorsr
dc.subjectnew media performancesr
dc.subjectnarration in the digital environmentsr
dc.subjectavatarsr
dc.titleIdentiteti teksta i identiteti u tekstu mmorpg (massively multiplayer online role-playing game) video-igarasr
dc.typedoctoralThesisen
dc.rights.licenseARRen
dcterms.abstractДаковић, др Невена; ; Јанковић, др Aлександар; Мартиноли, др Aна; Делић, др Лидија; Миловановић, др Aлександра; Митровић, Биљана;
dc.identifier.fulltexthttps://nardus.mpn.gov.rs/bitstream/id/56446/bitstream_56446.pdf
dc.identifier.fulltexthttps://nardus.mpn.gov.rs/bitstream/id/56447/bitstream_56447.pdf
dc.identifier.rcubhttps://hdl.handle.net/21.15107/rcub_nardus_9818


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