TCC - Licenciatura em História (Sede)

URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/460

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Resultados da Pesquisa

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    Mulheres fantásticas no contexto neomedieval: uma análise sobre a representação do feminino na série Cursed - lenda do lago
    (2022-06-01) Aquino, Allana Carolyne Silva de; Andrade, Juliana Alves de; http://lattes.cnpq.br/9273063697259288
    The series have the potential to contribute to the historical formation of subjects outside the school space. They are audiovisual productions that, through representations of a past, explore cultural and social experiences of children, young people and the elderly. That said, this work aims to analyze the representations of the feminine made by the 2020 series "Cursed - the legend of the lake", produced and distributed by the streaming service Netflix. To this end, we use Content Analysis according to Laurence Bardin (2011) to understand the concepts of series, neomedievalism, medievalism and genre described, respectively, by Arlindo Machado (1999), Nadia Altschul and Lukas Grzybowski (2020) and Joan Scott ( 1991). The result of this analysis allows us to observe the expansion of the debate on the representation of the feminine in different historical contexts.
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    World of Warcraft: o imaginário medieval e a fragmentação do ser na modernidade tardia
    (2019-07-10) Santos, Victor Veloso; Barbosa, Lúcia Falcão; http://lattes.cnpq.br/5667594441132627; http://lattes.cnpq.br/1705508944916920
    In this monography, we discuss the sense of wonder for the medieval imaginary on the Late Modernity through the analysis of the digital game World of Warcraft and your mythological references – like the archetype of the “Broken Hero”, the Mother, the Protector and many others – and how they were reimagined throughout the history of humanity. In this sense, the concepts established by the ancient Greeks like mythos and logos are fundamental stones to better understand the fascination for fantasy, for fiction. After all, what the retake of the medieval universe can tell about the formation of subjectivity on the Late Modernity? This new reading of the fantastic and mythologic enables this fragmented Self another relation on humanity-nature, the experience of belonging and identity, in communion with archetypes most commons throughout the human history like being tied with the divine, the magic, the heroism without putting your own flesh and bones in risk. World of Warcraft is a game played by millions around the world, and, to the analysis here proposed, methodologically, the History blends together with Antropology, especially the Structural of Lévi-Strauss, and with the Psychology, heavily shouldered on Jung’s writings, to observe the Homo Sapiens in a macro and broad way, pointing towards directly to the individual insert on Azeroth’s universe and the resignifications built by this new digital world and new shocks of experiences with others individuals from different cultures and societies around the globe. Lastly, the result of this scientific quest was to open new methodology ways to use electronic games as historical sources, the understanding of how players redesigns their way of thinking using fantasy while it invents itself from reality, especially, the romantic imagination of the Medieval Age, and links Azeroth’s universe and its referential archetypes.