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Dada a existência de um extenso espectro de textos neovitorianos, posicionados em múltiplos media, que adaptam a Era Vitoriana, abordam a temática do trauma através de referências a eventos traumáticos situáveis, espacial e cronologicamente, na Grã-Bretanha do século XIX e esgrimem (ou aparentam esgrimir) alguma espécie de crítica ao que se encontra subjacente a esses eventos traumáticos, como o colonialismo, o imperialismo, o racismo, o jingoísmo, o chauvinismo, entre outros, a presente tese pretende averiguar a existência (ou não) daquilo que designa como Mundo Transmediático Neovitoriano, conceito cunhado com base no termo transmedial worlds, apresentado por Lisbeth Klastrup e Susana Tosca em múltiplos trabalhos entre 2004 e 2020. Para se perceber se o Mundo Transmediático Neovitoriano efectivamente existe, seleccionou-se um conjunto de textos que, para além de reunir as características necessárias para pertencer ao Mundo Transmediático Neovitoriano, não foi (à semelhança do contexto histórico a que esse conjunto de textos se reporta), até à data, alvo de atenção por parte dos estudiosos do neovitorianismo. O corpus de obras escolhido congrega os romances Scarlet Sash: A Novel of the Zulu Wars (Garry Kilworth, 2010) e Apocalypse Now Now (Charlie Human, 2013) e os jogos digitais Zulu Response (Web Interactive Solutions, 2017) e Historical Flavour Mod, uma modificação do videojogo Victoria II e da expansão Heart of Darkness (Paradox Interactive, 2010 e 2013, respectivamente). A combinação de obras literárias e de jogos digitais decorre, entre outros factores, da tentativa de contribuir para o preenchimento de uma clara lacuna existente no âmbito do neovitorianismo, no seio do qual o reduzido número de análises críticas de artefactos culturais de carácter lúdico e digital afigura-se manifestamente insuficiente, face ao vasto leque de videojogos que possuem uma dimensão neovitoriana. Adicionalmente, e na senda dos trabalhos desenvolvidos por teóricos como Manuel Portela, Nelson Zagalo e Cátia Ferreira, entre outros, ambiciona-se favorecer a aproximação dos estudos literários e dos estudos de cultura à análise de jogos digitais, habitualmente considerados enquanto objecto de estudo no contexto das ciências da comunicação. Ao longo da presente tese, sugere-se que os textos sob análise se revelam profundamente ambíguos no respeitante ao colonialismo e imperialismo. Como se argumentará, esta ambiguidade manifesta-se na crítica e validação, em simultâneo, de diferentes elementos identificáveis com o discurso colonial.
Given the existence of an extensive amount of neo-Victorian texts, positioned in different media, that adapt the Victorian Era, approach the subject of trauma by referring to traumatic events that are related, both in time and space, to nineteenth century Britain, and present, or at least appear to do so, some sort of criticism to what is located at the heart of those traumatic events, namely colonialism, imperialism, racism, jingoism, chauvinism, and so on, the following thesis attempts to understand whether or not the Neo-Victorian Transmedial World, a concept which is based on the notion of transmedial worlds (proposed by Lisbeth Klastrup and Susana Tosca between 2004 and 2020), exists. In order to understand whether or not the Neo-Victorian Transmedial World exists, a group of texts has been selected. Besides displaying the necessary features to belong to the Neo-Victorian Transmedial World, these works, as well as the historical context within which they are set, have not yet been analysed by neo-Victorian scholars. The texts selected are the novels entitled Scarlet Sash: A Novel of the Zulu Wars (Garry Kilworth, 2010) and Apocalypse Now Now (Charlie Human, 2013) and the video games Zulu Response (Web Interactive Solutions, 2017) and Historical Flavour Mod, a modification of the digital game Victoria II and its expansion Heart of Darkness (Paradox Interactive, 2010 and 2013, respectively). The combination of literary works and digital games arises, among other factors, from the attempt to fill a clear gap in neo-Victorianism, a field of study in which there is a very limited number of critical analyses of cultural artefacts of a ludic and digital nature, specially given the wide range of videogames that have a neo-Victorian dimension. Additionally, and following the work developed by theorists such as Manuel Portela, Nelson Zagalo and Cátia Ferreira, among others, it results from the attempt to strengthen the connection between literary and cultural studies and the analysis of digital games, usually considered as an object of study in the context of media studies. Throughout this thesis, it is suggested that the texts under analysis are deeply ambiguous, specifically in relation to colonialism and imperialism. As will be argued, this ambiguity results in the simultaneous critique and celebration of different elements connected to colonial discourse.
Given the existence of an extensive amount of neo-Victorian texts, positioned in different media, that adapt the Victorian Era, approach the subject of trauma by referring to traumatic events that are related, both in time and space, to nineteenth century Britain, and present, or at least appear to do so, some sort of criticism to what is located at the heart of those traumatic events, namely colonialism, imperialism, racism, jingoism, chauvinism, and so on, the following thesis attempts to understand whether or not the Neo-Victorian Transmedial World, a concept which is based on the notion of transmedial worlds (proposed by Lisbeth Klastrup and Susana Tosca between 2004 and 2020), exists. In order to understand whether or not the Neo-Victorian Transmedial World exists, a group of texts has been selected. Besides displaying the necessary features to belong to the Neo-Victorian Transmedial World, these works, as well as the historical context within which they are set, have not yet been analysed by neo-Victorian scholars. The texts selected are the novels entitled Scarlet Sash: A Novel of the Zulu Wars (Garry Kilworth, 2010) and Apocalypse Now Now (Charlie Human, 2013) and the video games Zulu Response (Web Interactive Solutions, 2017) and Historical Flavour Mod, a modification of the digital game Victoria II and its expansion Heart of Darkness (Paradox Interactive, 2010 and 2013, respectively). The combination of literary works and digital games arises, among other factors, from the attempt to fill a clear gap in neo-Victorianism, a field of study in which there is a very limited number of critical analyses of cultural artefacts of a ludic and digital nature, specially given the wide range of videogames that have a neo-Victorian dimension. Additionally, and following the work developed by theorists such as Manuel Portela, Nelson Zagalo and Cátia Ferreira, among others, it results from the attempt to strengthen the connection between literary and cultural studies and the analysis of digital games, usually considered as an object of study in the context of media studies. Throughout this thesis, it is suggested that the texts under analysis are deeply ambiguous, specifically in relation to colonialism and imperialism. As will be argued, this ambiguity results in the simultaneous critique and celebration of different elements connected to colonial discourse.
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Neovitorianismo Transmedia Pós-colonialismo Game Studies África do Sul Neo-Victorianism Postcolonialism South Africa
