Language games on Jorge Furtado’s screens: Youth and other phases
The objective of this work is to map dialogical occurrences in some of the works directed and/or scripted by Jorge Furtado, observing how the ludic element’s construction occurs intertextually through the overlapping of a variety of discursive platforms, especially from games, electronics and metaph...
| Autores: | , |
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| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2021 |
| País: | Brasil |
| Institución: | Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS) |
| Repositorio: | Revista FAMECOS: Mídia cultura e tecnologia |
| Idioma: | portugués |
| OAI Identifier: | oai:ojs.revistaseletronicas.pucrs.br:article/39501 |
| Acceso en línea: | https://revistaseletronicas.pucrs.br/revistafamecos/article/view/39501 |
| Access Level: | acceso abierto |
| Palabra clave: | Cinema Jorge Furtado Intertextuality Metalanguage Games Cine Intertextualidad Metalenguaje Juegos Intertextualidade Metalinguagem Jogos |
| Sumario: | The objective of this work is to map dialogical occurrences in some of the works directed and/or scripted by Jorge Furtado, observing how the ludic element’s construction occurs intertextually through the overlapping of a variety of discursive platforms, especially from games, electronics and metaphoricals, present in Furtado’s feature films and in others audiovisual projects co-written by him, especially Two summers (2002), The man who copied (2003), My uncle killed a guy (2004) and Basic Sanitation, the movie (2007). Hence, we intend to examine in the selected texts narratological categories, such as plot and character, as propelling units, especially in the language of video games, which it is acquiring an increasing relevance in academic studies and which, to establish a specific grammar, unfolded, as well as the cinema itself, in many moments, by the relations established with other artistic practices. Thus, the article enables a reading of filmic and audiovisual approaches in interface with the playfulness structured by games, aesthetically and thematically evoked, which ends up generating a reworking in the treatment of the message and other ways of reframing the narrative bond with the reception. |
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