Game creation as transmedia strategy of the television series "Supermax”

Authors

  • André Luiz Dal Bello Universidade Paulista (UNIP) e Universidade de Mogi das Cruzes (UMC).
  • Clarice Greco Universidade de São Paulo (USP) e Universidade Paulista (UNIP).

DOI:

https://doi.org/10.22478/ufpb.1983-5930.2020v13n1.45433

Abstract

This article aims to discuss the processes of creation of the game inspired by the television series Supermax (Globo, 2016). The intention is to highlight and reflect on the process of creating the game and the dialogues between the producers of the series and non-professional creators, in order to understand the levels of involvement of the viewer. Initially, we discuss the theories of Jenkins (2006) on transmedia storytelling in order to identify how such concepts were applied in the process of creation of the game. After describing the television series and its multiple contents, we analyze the evolution of the audience on Globo Play (Globo’s platform of VoD) digital plaform, as well as the number of ‘likes’ and comments posted by users. The results show that although there has been an effort from Globo to produce a variety of content expanding the universe of the series, the little engagement of the viewer shows an experiment still on growing, although this does not disqualify the acceptance of the game by a significant number of users.

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Author Biographies

André Luiz Dal Bello, Universidade Paulista (UNIP) e Universidade de Mogi das Cruzes (UMC).

Mestre em Comunicação pela Universidade Paulista (UNIP). Docente do Centro Universitário Braz Cubas (Mogi das Cruzes).

Clarice Greco, Universidade de São Paulo (USP) e Universidade Paulista (UNIP).

Pós-doutora em Ciências da Comunicação pela Universidade de São Paulo (USP). Docente do Programa de Pós-graduação em Comunicação pela Universidade Paulista (UNIP).

References

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DEZAN, Anderson. EGO. Rio de Janeito. Pedro Bial é o apresentador do reality em 'Supermax': 'Fechou a tampa'. Disponível em: < https://goo.gl/jBjGW7>. Acesso em: 19 jun. 2017.

HUIZINGA, Johan. Homo Ludens. São Paulo: Perspectiva, 1993.

JENKINS, H. Cultura da Convergência. São Paulo: Editora Aleph, 2006.

LÉVY, Pierre. Cibercultura. São Paulo: Editora 34, 2003.

MACHADO, Arlindo. Sujeito na tela: modos de enunciação no cinema e no ciberespaço. São Paulo: Paulus, 2007.

MURRAY, J. Hamlet no Holodeck. São Paulo: Unesp, 2001.

SUPERMAX. Rio de Janeiro: Rede Globo, 20 de setembro, 2016. Série de TV.

ZIMMERMAN, Eric; SALEN, Katie. Regras do Jogo - Interação Lúdica. Volume III. São Paulo: Blucher, 2012.

Published

2020-09-30

How to Cite

DAL BELLO, A. L.; GRECO, C. Game creation as transmedia strategy of the television series &quot;Supermax”. Culturas Midiáticas, [S. l.], v. 13, n. 1, p. 169–187, 2020. DOI: 10.22478/ufpb.1983-5930.2020v13n1.45433. Disponível em: https://periodicos.ufpb.br/index.php/cm/article/view/45433. Acesso em: 30 jun. 2024.

Issue

Section

Articles - Media and Consumption