661 resultados para Adventures
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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
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Aquest projecte analitza com s’ha plasmat el terme cultural nigger a dues traduccions al castellà de la novel•la Adventures of Huckleberry Finn de Mark Twain, amb l’objectiu d’estudiar de quina manera poden adaptar-se els elements culturals en una traducció. En primer lloc, s’ofereix la contextualització del terme original al text i a la cultura d’origen, seguida de la descripció del terme traduït en el context de la cultura d’arribada. A continuació, mitjançant l’anàlisi comparativa del mecanisme retòric de la repetició i d’elements com ara determinants, adjectius i complements, emprats tant a l’obra original com a les dues traduccions estudiades, aquest projecte pretén demostrar que la conservació dels esmentats recursos estilístics a la traducció pot facilitar la comprensió de les connotacions del marcador cultural nigger i de la seva funció temàtica al text d’arribada.
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Within the last few decades, the videogame has become an important media, economic, and cultural phenomenon. Along with the phenomenon’s proliferation the aspects that constitute its identity have become more and more challenging to determine, however. The persistent surfacing of novel ludic forms continues to expand the conceptual range of ‘games’ and ‘videogames,’ which has already lead to anxious generalizations within academic as well as popular discourses. Such generalizations make it increasingly difficult to comprehend how the instances of this phenomenon actually work, which in turn generates pragmatic problems: the lack of an applicable identification of the videogame hinders its study, play, and everyday conceptualization. To counteract these problems this dissertation establishes a geneontological research methodology that enables the identification of the videogame in relation to its cultural surroundings. Videogames are theorized as ‘games,’ ‘puzzles,’ ‘stories,’ and ‘aesthetic artifacts’ (or ‘artworks’), which produces a geneontological sequence of the videogame as a singular species of culture, Artefactum ludus ludus, or ludom for short. According to this sequence, the videogame’s position as a ‘game’ in the historicized evolution of culture is mainly metaphorical, while at the same time its artifactuality, dynamic system structure, time-critical strategic input requirements and aporetically rhematic aesthetics allow it to be discovered as a conceptually stable but empirically transient uniexistential phenomenon that currently thrivesbut may soon die out.
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