Revista De Ciências Da Arte N.º7 | Dez'18 N.º7 Arte Da De Ciências Revista

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Revista De Ciências Da Arte N.º7 | Dez'18 N.º7 Arte Da De Ciências Revista ISSN 2183–6973 REVISTA DE CIÊNCIAS DA ARTE N.º7 | DEZ'18 ARTE, VIDEOJOGO E LUDISMO TECNOLÓGICO ISSN 2183–6973 REVISTA DE CIÊNCIAS DA ARTE N.º7 | DEZ'18 ARTE, VIDEOJOGO E LUDISMO TECNOLÓGICO Convocarte – Revista de Versão digital gratuita Ciências da Arte convocarte.belasartes.ulisboa.pt Revista Internacional Digital com Comissão Científica Editorial e Revisão Versão impressa de Pares loja.belasartes.ulisboa.pt N.º7, Dezembro de 2019 Gabinete de Comunicação e Imagem Tema do Dossier Temático Isabel Nunes e Teresa Sabido Arte, videojogo e ludismo tecnológico | (+351) 213 252 108 Art, jeu vidéo et ludisme technologique [email protected] | Art, video game and technological playfulness Desenho Gráfico João Capitolino Ideia e Coordenação Científica Geral Fernando Rosa Dias Apoio à edição digital Ricardo Vilhena, Paulo Santos e Coordenação Científica do Dossier Tomás Gouveia (FBAUL) Temático N.º 6 e 7 − Ars Ludens – Arte, Jogo e Lúdico Créditos capa N.º 7 Pascal Krajewski Pascal Krajewski Créditos capa dossier temático N.º 7 Periodicidade Stephane Natkin Semestral Produção Gráfica Edição inPrintout – Fluxo de Produçao Gráfica FBAUL – CIEBA (Secção Francisco d´Holanda e Área de Tiragem Ciências da Arte e do Património) 150 exemplares Depósito Legal Propriedade e Serviços 418146/16 Faculdade de Belas Artes da Universidade de Lisboa (FBAUL) ISSN Centro de Investigação e Estudos em 2183–6973 Belas Artes (CIEBA), secção Francisco d’Holanda (FH), Área de Ciências da Arte e-ISSN (Em linha) e do Património (gabinete 4.23) 2183–6981 Largo da Academia Nacional de Belas Artes, 1249-058 Lisboa Plataforma digital de edição e contactos (+351) 213 252 100 convocarte.belasartes.ulisboa.pt belasartes.ulisboa.pt [email protected] Conselho Científico Editorial e Pares Membros Honorários do Conselho Académicos − N. º7 Científico Editorial (Honorary Advisory Member of the Editorial Scientific Board) Interno à FBAUL Michel Guérin – Professeur Émérite UAM Cristina Azevedo Tavares — FBAUL/CFCUL James Elkins – SAIC Cristina Pratas Cruzeiro – FBAUL/FCSH-NOVA Eduardo Duarte — FBAUL/CIEBA-FH Abreviaturas Fernando António Baptista Pereira – ABCA - Associação Brasileira de Críticos FBAUL/CIEBA-FH de Arte Fernando Rosa Dias — FBAUL/CIEBA-FH CECC/UCP – Centro de Estudos em Margarida Calado — FBAUL/CIEBA-FH Comunicação e Cultura da Universidade Católica Portuguesa Externo à FBAUL CFCUL – Centro de Filosofia das Ciências Angela Ancora da Luz – UFRJ da Universidade de Lisboa António Quadros Ferreira – Professor CIEBA – Centro de Investigação e Emérito da FBAUP Estudos em Belas Artes António Trinidad ESAD.CR – Escola Superior de Arte e Delinda Collier – SAIC Design das Caldas da Rainha Isabel Nogueira – UC FBA-UGR – Faculdad de Bellas Artes, Joana Cunha Leal — FCSH-NOVA Universidad de Granada Jorge Martins Rosa – UNL FBAUL – Faculdade de Belas Artes da José Francisco Alves – Membro de Universidade de Lisboa ICOM e AICA FCSH-NOVA – Faculdade de Ciências Juan Carlos Ramos Guadix — FBA-UGR Sociais e Humanas da Universidade Mário Caeiro – ESAD.CR/LIDA e CECC/UCP Nova de Lisboa Mark Harvey – UA (NZ) FH – Secção Francisco d’Holanda do Pascal Krajewski – CIEBA CIEBA Pedro Roxo – UNL ICOM – Conselho Internacional de Raquel Henriques da Silva — FCSH-UNL Museus (Brasil) Rita Macedo — FCT-UNL SAIC - School of the Art Institute of Sylvie Coellier – UAM Chicago Martin Patrick UFRJ – Professora da Universidade Julienne Preston Federal do Rio de Janeiro UA (NZ) – University of Auckland (New Zealand) UAM - Université d'Aix-Marseille Índice CONVOCARTE N.º 7: — 043 — 140 A LUDENS –ARTE, JOGO E LÚDICO O videojogo como um Jogar às Escondidas na Época | ARS LUDEN : L'ART, LE JEU ET espectáculo para os outros: da Vigilância Ubíqua LE LUDIQUE | ARS LUDENS: ART, ver através do círculo mágico — Rui Matoso GAME AND PLAY / Le jeu vidéo comme spectacle pour autrui : voir à — 164 — 008 travers le cercle magique Esthétique du jeu vidéo : l'art EDITORIAL — Etienne Amato de la régression — Pascal Krajewski — 057 Design de Narrativa, — 015 desenho de significado na DOSSIER TEMÁTICO – ARTE, Experiência Interactiva ESTUDOS DE HISTORIOGRAFIA E VIDEOJOGO E LUDISMO — Nelson Zagalo CRÍTICA DE ARTE TECNOLÓGICO | ART, JEU VIDÉO ET LUDISME TECHNOLOGIQUE — 077 — 182 | ART, VIDEO GAME AND As Teias que convergem para Historiografia da arte TECHNOLOGICAL PLAYFULNESS o Videojogo portuguesa – A segunda — Cícero de Brito metade do século XIX — 016 — Margarida Calado Introdução — 091 — Pascal Krajewski e Fernando How to know if it is art ? The — 197 Rosa Dias case of video game No centro da periferia. — Pascal Krajewski Os independentes do — 023 modernismo português Ensaio Visual/Entrevista — 107 — Leonor Reis — António Olaio En quoi les jeux vidéos sont ils différents.... ? — 218 — 027 — Stéphane Natkin Diálogo europeu sobre arte Arte e identidade (rostos, contemporânea no Centro de corpos, cabeças sem corpo, — 122 Arte Moderna corpos sem cabeça) A Ludectrofobia dos críticos — Joana Jeremias — António Olaio de arte —João Ricardo Faria de Gouveia — 233 Espírito de Missão — Diogo Costa — 275 CONSELHO CIENTÍFICO EDITORIAL E PARES ACADÉMICOS — 278 PROCEDIMENTOS E ORIENTAÇÕES DE PUBLICAÇÃO — 284 PRÓXIMOS NÚMEROS Editorial «Le jeu : hommage universel rendu à la chance par les hommes de tous les pays, de tous les temps» (Charles Régismanset, Les nouvelles contradictions, 1939) «L’opposé du jeu n’est pas le sérieux mais la réalité» (Sigmund Freud, Les maximes et pensées, 1856-1939) segundo volume do dossier temático Ars Ludens, procura explorar relações entre a dimensão lúdica com a tecnológica, com especial O atenção aos problemas do videojogo, sobretudo nas suas tensões enquanto questão lúdica e artística. Várias questões se envolvem nessa ten- são, destacando-se se o videojogo pode ser arte? E como? Ou até que ponto? Ou ainda, como se entende e recebe teórica e criticamente essa possibilida- de? Temos depois as suas problemáticas curatoriais. Como se pode expor o videojogo e o que implica e significa enquanto exercício curatorial? O que é contemplar um videojogo como obra de arte ou como modo lúdico? Ou se só pode ser acção do próprio utilizador/jogador? Outra dimensão está nas alterações tecnológicas no próprio seio da ludicidade e do jogo: por exemplo, que alterações trouxeram os videojogos no campo do uso e prazer lúdico? E quais as suas implicações na nossa experiência do mundo? O videojogo vem acompanhado de um contexto de mudanças de paradigma CONVOCARTE N.º 7 — EDITORIAL CONVOCARTE que se desenvolveram com intensidade desde finais do século anterior, algo entre a «Era Electrónica» de Marshall McLuhan1 e a «terceira vaga» anunciada e problematizada com alguma utopia por Alvin Toffler2, com o mundo digital que conecta a aldeia global (famosa noção, novamente de Marshall McLuhan e referenciado no mesmo livro) à velocidade da luz, mas também que nos abre uma virtualidade na qual facilmente submergimos a nossa experiência. Sobre esta última questão, Paul Virilio lança-nos avisos sobre os novos perigos e escolhas em que se coloca o novo jogador do jogo electrónico e digital: «L’installation imminente de simulateurs domestiques et de chambres d’es- pace virtuels de jeux posent des questions et notamment : qu’est-ce qu’un jeu une fois que le virtuel envahit la réalité? Il y a deux manières de comprendre la notion de jeu : jouer aux cartes, au domino, aux échecs; ou le jeu d’une partie mécanique quand il est lâche dans son logement (mal ajusté dans son bâti. (…). Jouer aujourd’hui, dans un certain sens, signifie, choisir entre deux réalités. Une réalité factuelle concrète : rencontrer quelqu’un, aimer cette personne, faire l’amour avec cette personne. Ou la réalité du jeu: utiliser les technologies du cybersexe 10 pour rencontrer cette personne à distance, sans la toucher, sans risque de contamination, le contact sans le contact. Ce qui est en jeu dans ce cas c’est une maladie différente de celle qui est associée aux jeux traditionnels et provoquée par le hasard. Les joueurs ne peuvent rien faire sans le hasard (la chance), ils sont intoxiqués du hasard et ne peuvent casser cette habitude. Je crois qu’à côté des intoxiqués du hasard, de la roulette, des cartes, ou de n’importe quel jeu, une nouvelle catégorie d’intoxiqués est né : les intoxiqués du virtuel»3. Preferimos sublinhar a articulação entre uma tradição do jogo como modo do sujeito habitar um mundo a fingir e exterior a si, na linha da noção demi - micry que Roger Caillois atribui ao jogo. No videojogo o jogador está imerso, cada vez mais, num realidade exterior, mas cada vez menos este é um mundo a fingir para ser um mundo que se habita, que envolve os nossos sentidos. Nele o sujeito fica tão distante daalea de Caillois, na qual o sujeito se coloca numa passividade de espera por dependência de algo exterior a si, como mais próximo de ilinx, por aumento da intensificação e adrenalina do seu mundo sensorial4. Não se trata de habitar por fingimento a exterioridade, mas de a experienciar intensamente (e é aí que Virilio alerta para os perigos). DIAS FERNANDO ROSA Contudo, já defendemos que o mundo digital, virtualmente vivido , é menos perigoso para a nossa existência, do que o que a crise ontológica e da nossa consciência da realidade que a teoria do simulacro de Jean Baudrillard já nos anunciara desde a década de 1970. «Enquanto o virtual é um desdobramento do real, que apenas se alterna aos referentes na consciência de uma ilusão, na consciência de saber que não é real, consciência em virtude da qual faz funcionar a experiência da sua diferença por simulação analógica, por seu lado o simulacro faz fun- cionar o hiper-real perturbando o funcionamento ontológico da realidade que se vê revezada não por um análogo, mas por um substituto que trans- porta consigo a eficácia da carga de códigos e signos que se acrescenta ao próprio real já encoberto. (…). Virilio prefere, para se referir ao virtual, utilizar a noção de «substituição», no sentido de uma transferência a partir da qual se estabelece uma simetria entre a realidade actual e a realidade virtual.
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