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Bref lucrare - engleză:


1. The true Drama is conceivable as proceeding from a common urgence of every art towards the most direct appeal to a
common public.
In this Drama, each separate art can only bare its utmost secret to their common public through a mutual parleying with
the other arts; for the purpose of each separate branch of art can only be fully attained by the reciprocal agreement and co-operation
of all the branches in their common message.
2. Significance of Research
This research is significant in its attempt to analyse and describe how we can use terms like Gesamtkunstwerk when we
describe certain “Video Games”, rather than viewing them using the current perception, as a form of entertainment. - engleză
3. Aim and Objectives of Thesis
We will use the theoretical concept Wagner described as Gesamtkunstwerk, more than one hundred years ago, and use it to
surf amongst this “chaotic” New Media flow of information we are currently dealing with.
When one approaches the understanding and needs of human nature as Wagner did, we can't stop wondering what makes
his ideas so current and how come we find ourselves in a relatively similar context regarding the need for the shifting human
perspective upon some ancestral and archetypal needs like Wagner experienced in 1848 when he wrote “Art and Revolution”.
Wether this shift of perspective has already taken place within some individuals of our time or not is one of the things i will
mainly focus on during this essay.
I will focus on how the “Gesamtkunstwerk” term is suitable to describe what Gaming actually is already by incorporating
all others mediums into a distinct one.
4. Literature Review:
According to Professor Emeritus Richard Wagner, Opera is the total work of art the 19th century including all the other
forms of expression like theather, sculpture, dance and most important, music which connects it all in one single masterpiece.
Similarly, video games now recreate all sorts of environments and different epochs that need a huge amount of skill and
craftmanship to obtain but also import a lot of different classical cinematography techniques in order to engage the player more into
the story.
5. Deliberation to previous research:
The previous research within this field has mainly focused on establishing a direct connection with the on-line medium so
there will be links to external references that state the argument beforehand.
Also there are a couple of terms and definitions which will guide us through this research starting with simple terms like
Game and Play and moving on to more complex terms like “Huizinga’s Magic Circle” or “Immediacy” and “Hypermediacy”.
6. Methodology:
The methodology of the Ph.D. will be a combination of bibliographical research and statistical research cases using both
on-line and off-line media but the focus will be on how Video Games are becoming the Gesamtkunstwerk Wagner was stating the
Opera was back in the 19th century.
7. Technical issues:
Huge amount of information to process and very difficult to translate some of the specific terms in this field.
8. Empirical observations:
The data material collected in this Ph.D. will be gathered similarly with “The New Media Reader” but in an on-line and
youtube update version in which most of the examples that are to follow are youtube links to different video games gameplay.
9. Research Plan
Chapter 1, would be replaced with Level 1 and will in fact be a short introduction into the gaming industry from an
empirical point of view. Level 1 - Genesis of video games (from entertainment to art). We keep the same Level instead of Chapter
mechanics for the whole length of this research.
10. Level 2 is about the early years of video gaming culture and how the legal battle fought between Ralph Baer and Nolan
Bushnell would shape the way this industry gained power and relevance.
During the first level we express a series of theoretical notions which I tried to compile in Yu-Kai Chou’s octagonal shape
in order to define this new aesthetic field: gaming
11. Level 3 is about theoretical concepts of new media explained.
Starting with Noah Wardrip Fruin’s “New Media Reader” and the whole new media phenomenon explained, continuing
with an analysis on the “Remediation” concept which explains what does it mean to Remediate. As famous authors Jay David Bolter
și Richard Grusin state:
“We offer this simple definition: a medium is that which remediates.“.
Digging forward into their analysis, how does the Video Games field import classical cinematography techniques into their
game design leading to digital quoting which is the most clever form of referencing.
This process of analysis is important because we need to understand in greater detail what type of medium are we
analysing, and most important, the difference between immediacy and hypermediacy and why is that relevant for a New Media study.
12. Level 4 will be an established research based on data gathered from certain articles in the New Media Field, especially
definitions of the complex concepts of play and games.
During this Level we have also a quick look on how Game Studies, Johan Huizinga’s Magic Circle, Roger Caillois Paidia/
Ludus Alea/Mimicry concepts can be explained, as well as some basic notions of game design.
Level 5 will (based on empirical data and case studies) examine the connection between the Cinematography and it’s
counterpart in Gaming, called Gameplay.
In this part different elements of technical history and scientific progress will be compared within the two different
Mediums how they influenced each other through the years with concrete examples both from the on-line medium but as of books
leading to the huge amount of data we are currently dealing with on so many different platforms.
Using some of the most well known games which shaped the history of this industry and explaining how all of the concepts
above can help us break down a game by case studying each one of these games as an empirical evidence but with a clear goal in
perspective.
13.Conclusion: This research has investigated the relation between Video Games and Cinema considering Video Games a
form of “AvantGarde” of the Cinema Movement with it’s own set of rules to reflect the Remediation from Cinema to Video-Games.

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