Percepção de Imagens no Videogame e Cinema:

uma abordagem neurofenomenológica

  • Thiago Ladislau Programa de Pós-graduação em História das Ciências e das Técnicas e Epistemologia, Universidade Federal do Rio de Janeiro http://orcid.org/0009-0003-1842-6317
  • Maira Monteiro Fróes Instituto Tercio Pacitti de Aplicações e Pesquisas Computacionais e Programa de Pós-graduação em História das Ciências e das Técnicas e Epistemolgia, Universidade Federal do Rio de Janeiro https://orcid.org/0000-0002-3690-5245
Keywords: NEUROPHENOMENOLOGY, IMAGE, PERCEPTION, VIDEO GAME, CINEMA

Abstract

. We propose a transdisciplinar approach in order to analyze images in video games, with the aim of establishing a solid theoretical foundation and exploring the feasibility of framing video games within a neurophenomenological context aligned with their historical phenomenology. We address the negligence in neuroscience regarding the phenomenological processes involved in the perception of images in video games and emphasize the underestimation of the attractive and consumable qualities of these images in past generations. We argue that the diversity in image qualities in video games over the decades cannot be solely attributed to technical evolution. Drawing on studies from Game Studies, we highlight the unique characteristics of the gaming experience with these images and contend that immediate interactivity should not be the sole focus of neuroscientific analysis. Inspired by the neurophenomenology of cinema by Vittorio Gallese and Michele Guerra we conclude that a comparative analysis of both cinema and video games from a neurophenomenological perspective enriches the understanding of images in video games and highlights their multimodal complexity, thereby unfolding new possibilities in this field.

Downloads

Download data is not yet available.

Author Biographies

Thiago Ladislau, Programa de Pós-graduação em História das Ciências e das Técnicas e Epistemologia, Universidade Federal do Rio de Janeiro

É Bacharel em Educação Artística - Desenho e Educação Artística - Artes pela Universidade Federal do Rio de Janeiro. É Mestre pelo Programa de Pós-graduação em História das Ciências e das Técnicas e Epistemologia. Pesquisa com foco em teoria das artes, estéticas, video games e neuroepistemologia. Atualmente cursando Licenciatura em Computação pelo Instituição Federal do Rio de Janeiro, Campus Pinheiral.

Maira Monteiro Fróes, Instituto Tercio Pacitti de Aplicações e Pesquisas Computacionais e Programa de Pós-graduação em História das Ciências e das Técnicas e Epistemolgia, Universidade Federal do Rio de Janeiro

Maira Monteiro Fróes is associate professor at Federal University of Rio de Janeiro. Dr. Fróes holds MSci and PhD in Biological Sciences (Biophysics) at Federal University of Rio de Janeiro, complemented at Albert Einstein College of Medicine, Yeshiva University, New York, and a postdoctoral experience at Collége de France. She leads investigations in basic experimental science, covering biophysics and systems neuroscience, and its applications to the interface of the contemporary arts and an emerging experimental neuroepistemology. 

References

BALALAA, Majed S. Video Game Graphics: A Comprehensive Analysis of Styles and Techniques. Resmilitaris, v. 13, n. 3, pp. 2184–2200, 2023.

BONINI, Luca; ROTUNNO, Cristina; ARCURI, Edoardo; GALLESE, Vittorio. Mirror neurons 30 years later: implications and applications. Trends Cogn. Sci., v. 26, n. 9, pp. 767-781, 2022. DOI: 10.1016/j.tics.2022.06.003

CD PROJECT RED. The Witcher 3: Wild Hunt. Polónia: WB Games Bandai Namco Entertainment cdp.pl 1C Company Spike ChunSoft, 2015. Disponível em: https://www.igdb.com/games/the-witcher-3-wild-hunt Acesso em: 30/10/2023.

CHENG, Paul. Waiting for Something to Happen: Narratives, Interactivity and Agency and the Video Game Cut-scene. Situated Play, Proceedings of DiGRA 2007 Conference, 2007.

CLEMENSON, Gregory D.; STARK, Craig E. L. Virtual environmental enrichment through video games improves hippocampal-associated memory. The Journal of Neuroscience, v. 35, n. 49, p. 16116–25, 2015.

CONTEÚDO ABERTO. 240p test suite. Disponível em: https://junkerhq.net/xrgb/index.php?title=240p_test_suite Acesso em: 3 nov. 2023.

DAVIES, Jonti. The making of Super Metroid: Looking back at the origins of an all-time classic. Disponível em: https://www.gamesradar.com/making-of-super-metroid/ Acesso em: 3 nov. 2023.

DUBOIS, Alexandre. Speaking About and Through Video Games: Towards Verbalizing a New G... Conserveries mémorielles. Revue transdisciplinaire des jeunes chercheurs, n. 23, 10 out. 2018.

DUFRENNE, M. The phenomenology of aesthetic experience. [s.l.] Northwestern University Press, 1973.

GALLESE, Vittorio. Mirror neurons and the social nature of language: The neural exploitation hypothesis. Social Neuroscience, v. 3, n. 4, 2008.

GALLESE, Vittorio; GUERRA, Michele. The empathic screen: cinema and neuroscience. [s.l.] Oxford University Press, USA, 2019.

GUPTA, Swadesh Kumar; SINGH, Dharmendra Pratap. Quantum dots for modern display devices. In: Graphene, Nanotubes and Quantum Dots-Based Nanotechnology. [s.l.] Elsevier, pp. 899–932, 2022.

IVORY, James; KALYANARAMAN, Sriram. The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression. Journal of Communication, v. 57, pp. 532–555, 2007. DOI: 10.1111/j.1460-2466.2007.00356.x

JUUL, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. [s.l.] MIT Press, 2011. DOI:10.1016/j.chb.2010.09.005

KAMMLER, Arvid. Playing with Light. On the Materialities of Video Game Spaces. In: Spiel|Formen, Jg. 2, S. 52-64, 2022. Disponível em: http://dx.doi.org/10.25969/mediarep/19003

KEOGH, Brendan. Videogames aren’t special. Videogame researcher, critic, and maker [blog], 2015. Disponível em: https://brkeogh.com/2015/04/30/videogames-arent-special-videogames-arent-unique/ Acesso em: 30/10/2023.

KRCMAR, Marina; FARRAR, Kirstie; MCGLOIN, Rory. The Effects of Video Game Realism on Attention, Retention and Aggressive Outcomes. Comput. Hum. Behav., v. 27, n. 1, pp.432–439, 2011. DOI: 10.1016/j.chb.2010.09.005

LADISLAU, Thiago; FRÓES, Maira M. O círculo mágico, a atitude lúdica e a estética dos jogos. SBC – Proceedings of SBGames 2019, p. 227–234, 2019.

LADISLAU, Thiago. O Videogame como objeto estético e possíveis aplicações neuroepistemológicas. Dissertação (Mestrado em HCTE) - Epistemologia, Lógica e Teorias da Mente. Universidade Federal do Rio de Janeiro, 2020.

LIN, Jih-Hsuan; PENG, Wei. The contributions of perceived graphic and enactive realism to enjoyment and engagement in active video games. International Journal of Technology and Human Interaction (IJTHI), v. 11, n.3, pp. 1-16, 2015. DOI: 10.4018/ijthi.2015070101

MURKES, Mark. Videogames and American Society. [s.l.] LAP Lambert Academic Publishing, 2013.

NEWMAN, James . The myth of the ergodic videogame. By James Newman. The International Journal of Computer Game Research, v. 2, n. 1, 2002.

NINTENDO. Super Metroid. Japão: Nintendo, 1994. Disponível em: https://www.igdb.com/games/super-metroid Acesso em: 30/10/2023

NINTENDO. Super Mario 3D World. Japão: Nintendo, 2013. Disponível em: https://www.igdb.com/games/super-mario-3d-world Acesso em: 30/10/2023

REYNALDO, Charles; CHRISTIAN, Ryan; HOSEA, Hansel; GUNAWAN, Alexander A. S. Using Video Games to Improve Capabilities in Decision Making and Cognitive Skill: A Literature Review, Procedia Computer Science, v. 179, pp. 211-221, ISSN 1877-0509, 2021. DOI: 10.1016/j.procs.2020.12.027

ROGERS, Katja; KARAOSMANOGLU, Sukran; ALTMEYER, Maximilian; SUAREZ, Ally; NACKE, Lennart E. Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (CHI '22) Association for Computing Machinery, New York, NY, USA, Article 190, pp. 1–21, 2022. DOI: 10.1145/3491102.3501875

ROVIO. Angry Birds. Rovio Entertainment, 2009. Disponível em: https://www.igdb.com/games/angry-birds Acesso em: 30/10/2023.

SÖDERSTRÖM, Ulrik; LARSSON, William; LUNDQVIST, Max; NORBERG, Ole; ANDERSSON, Mattias; MEJTOFT, Thomas. Haptic feedback in first person shooter video games. 3rd European Conference on Cognitive Ergonomics. Anais...New York, NY, USA: ACM, 4 out. 2022. DOI: 10.1145/3552327.3552333.

TOBYFOX. Undertale, 2015. Disponível em: https://www.igdb.com/games/undertale Acesso em: 30/10/2023.

WANG, Xuhui; BUTT, Asad Hassan; ZHANG, Qilin; SHAFIQUE, Muhammad Nouman; AHMAD, Hassaan; NAWAZ, Zahid. Gaming Avatar Can Influence Sustainable Healthy Lifestyle: Be Like an Avatar. Sustainability, v. 12, n. 5, p. 1998, 2020. DOI: 10.3390/su12051998

WESTECOTT, Emma. Bringing the Body Back into Play. [Proceedings of] The [Player] Conference, IT-University of Copenhagen, 2008. Emma Westecott - Academia.edu, https://www.academia.edu/171349 Acesso em: 30/10/2023.

WILCOX-NETEPCZUK, Daniel. Immersion and realism in video games - The confused moniker of video game engrossment. Proceedings of CGAMES'2013 USA, Louisville, KY, USA, pp. 92-95, 2013. DOI: 10.1109/CGames.2013.6632613.

Published
2025-04-09
How to Cite
Ladislau, T., & Monteiro Fróes, M. (2025). Percepção de Imagens no Videogame e Cinema:. Scientiarum Historia Magazine, 1(1), e458. https://doi.org/10.51919/revista_sh.v1i1.458
Section
Epistemologia, Lógicas e Teorias da Mente