Tesis
A edição brasileira do objeto editorial “S.”: uma leitura do paradoxo de O Navio de Teseu
Fecha
2020-03-06Registro en:
Autor
Doretto, Vitoria Ferreira
Institución
Resumen
In this study we analyze the Brazilian edition of S., by JJ Abrams and Doug Dorst, as a medium (DEBRAY, 1993; 1995; 2000), a confluence of modes of material inscription and forms of circulation made by the combination of institutions that endorse the speeches, that produce technical objects that support them, that is, a sensitivity vector that points to a sociability matrix. We show how this editorial object points to its sociability matrix, Editora Intrínseca, which participates in a complex system of constituent elements of the editorial field, dealing with its material formalization (FLUSSER, 2007), describing the elements that relate to the material dimension of the object, highlighting aspects of the organized material to approach the book as a vector of sensitivity. We describe the details of the book's constitution, that is, the editorial genetic rites (SALGADO, 2016) involved so that it could go public. We also presented the marketing actions of the original edition and the Brazilian edition of the book, differentiating the type of approach taken by the publishers Mulholland Books and Intrínseca to show how the Brazilian publisher bet on the use of Abrams' image and fame and how they reinforced the idea that the book is, in fact, a puzzle book, a literary experience that could be read with the same expectations as to when watching a production by the American filmmaker. When we verified how the publicization of S. took place, how it was presented, and how it is a medium, we realized that its materiality and amalgamated circulation produce a reception phenomenon that gives it value. So, as we are interested in the meanings emanating from the Brazilian edition, we also focused on the questions concerning its discursive ethos (MAINGUENEAU, 2001; 2006). Finally, S., being a hybrid work of book and puzzle book, is related to the scenography of games and the world of entertainment, with the cinematic narrative constructions, pointing to the functioning of this other matrix crossing the literature, which opens space for the creation of other materials, for the expansion of its universe based on its narrative and materiality, and achieves its objective: to be both a codex and a multiple, accompanied by several inserts, ephemeral, emulating literature.