FELIX, A. S.; http://lattes.cnpq.br/3222336215306172; FELIX, Alex Souza.
Abstract:
This work investigates the historical appropriations and representations in "Ghost of
Tsushima." For the purposes of analysis, the text is divided into three parts. A historicization
of "Ghost of Tsushima" by placing it in its own historical/cultural context and the influences
that influenced the final result of the structure of the work in the segment of the cultural
entertainment industry of electronic games is outlined; subsequently, the historical process
that made possible the material conditions and a certain fascination with the image of the
oriental warrior in the popular imagination is outlined; and a direct analysis of the
representations and appropriations produced about Kamakura Japan in "Ghost of Tsushima" is
outlined. The key concepts in this research are games as historical and cultural phenomena
based on the works developed by Johan Huizinga and pop culture based on the studies
developed by Thiago Soares. The research methodology consists of semiotic analysis, which
offers possibilities for cutting out the object in a way that simplifies the way we understand
the construction of symbols and ideas expressed in the work, together with the evidentiary
study proposed by Dubois of the investigative look beyond the finished work, but considering
the field of forces and influences that made possible the creation of this work of a nationalist
nature that proposes, within its assumed limitations of fictional history, to reproduce a feudal
Japan.