Fronteiras - estudos midiáticos
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Unisinospt-BRFronteiras - estudos midiáticos1984-8226<p>I grant the journal <strong><em>Fronteiras - estudos midiáticos </em></strong>the first publication of my article, licensed under Creative Commons Attribution license (which allows sharing of work, recognition of authorship and initial publication in this journal).</p> <p>I confirm that my article is not being submitted to another publication and has not been published in its entirely on another journal. I take full responsibility for its originality and I will also claim responsibility for charges from claims by third parties concerning the authorship of the article.</p> <p>I also agree that the manuscript will be submitted according to the journal’s publication rules described above.</p><p><span lang="en"><span class="hps"><br /></span></span></p>Quadrinhos, super-heróis e cultura digital:
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28899
<p>Este dossiê apresenta artigos que abrangem aspectos dos mais variados relacionados com os temas dispostos na chamada para trabalhos do mesmo.</p>Guilherme "Smee" Sfredo MiorandoSebastian Gago
Copyright (c) 2025 Fronteiras - estudos midiáticos
2025-11-052025-11-0527124As HQtrônicas e a conteporaneidade dos quadrinhos digitais
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28900
<p>Entrevista</p>Guilherme "Smee" Sfredo MiorandoSebastian Gago
Copyright (c) 2025 Fronteiras - estudos midiáticos
2025-11-052025-11-0527151810.4013/fem.2025.271.02A exploração do espaço da tela na construção de sentidos em quadrinhos digitais
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28383
<p>Resumo: A publicação de quadrinhos em ambiente digital é uma realidade desde a década de 1980. Com o advento da internet de uso doméstico, as publicações de quadrinhos eletrônicos apenas se popularizaram mais, abrindo-se assim um leque de possibilidades a autores e leitores. Nesse contexto, novas ferramentas tornam-se disponíveis, o que permite que quadrinistas experimentem com a incorporação de diferentes mídias, histórias interativas e multilineares e que extrapolem o tradicional espaço do quadro para a criação de suas histórias. Há também a possibilidade de se publicar quadrinhos em redes sociais digitais, as quais se revelam menos experimentais, mas com um alcance maior junto ao público leitor. Seja qual for o caminho escolhido pelos autores, a exploração da tela para além dos limites do quadro e da página torna-se uma realidade na criação de quadrinhos, podendo inclusive ser uma forte aliada na composição dos enredos das narrativas. Nesse contexto, este artigo explorará como a utilização do espaço da tela no ambiente digital pode contribuir para a construção de sentidos em quadrinhos eletrônicos através da análises das obras de duas autoras, Cátia Ana e Helô D’Ângelo. A fim de embasar teoricamente nossa discussão, contaremos com as contribuições sobre quadrinhos e quadrinhos eletrônicos de Groensteen (2015), Postema (2018), Garcia (2012), Franco (2013) e Alvim de Almeida (2025).</p>Maiara Alvim de Almeida
Copyright (c) 2025 Fronteiras - estudos midiáticos
2025-11-052025-11-05271193110.4013/fem.2025.271.03Explorando a Biodiversidade Nerd
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28294
<p style="text-align: justify;">The use of comic books (HQs) as a pedagogical tool in Science education has proven to be an effective strategy for accessibility and inclusion, particularly for neurodivergent students. This study presents the development and application of 13 educational comics, designed using characters from geek culture, such as Pokémon and Mario, to introduce biodiversity and taxonomy concepts in high school education. The adopted methodology involved the creation of visual narratives that connect scientific content to engaging and accessible elements, followed by the implementation of these comics in classrooms that included students with Autism Spectrum Disorder (ASD), Down Syndrome, and intellectual disabilities. The results demonstrated increased engagement, improved content retention, and a heightened interest in science, highlighting the effectiveness of this strategy in promoting meaningful learning. In addition to facilitating the understanding of scientific concepts through visual and narrative stimuli, the use of comics aligns with the Brazilian Common Core Curriculum (BNCC) guidelines and neuroscientific recommendations for inclusive teaching methodologies. Therefore, this study reinforces the potential of comic books as an educational resource for Science teaching, demonstrating their viability in building a more equitable and accessible learning environment.</p>Artur Antunes Navarro ValgasKarla Fernanda Wunder da SilvaLisandra Catalan do Amaral
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2025-11-052025-11-05271324010.4013/fem.2025.271.04A Nostalgia no Cinema Hollywoodiano de Super-Heróis
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28374
<p>This article analyzes the construction of nostalgia in superhero films produced by Hollywood, especially those released by DC and Marvel studios in their adaptations of comics for the cinema. The first part of the work presents a bibliographic review on the concept of nostalgia and also on superhero cinema. Based on the methodological exercises of <em>flânerie </em>and collections, supported by Walter Benjamin and Massimo Canevacci, the systematization of the processes of construction of nostalgia was developed based on six collections: references; sequels, remakes and reimaginings; reconstruction of the period; visual effects; soundtrack and script. Next, examples of works that use such technical and aesthetic procedures in their composition are presented. The results indicate that the awakening of nostalgic feelings is reflected in the public through digital media, which has turned the figure of the fan as an active agent in this process, being taken into extreme consideration by the media and even by Hollywood producers. The effect provoked is a nostalgia that guides the media culture of our time based on constant invitations to consume things from other times.</p>Maximiniano Duval da Silva Cirne
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2025-11-052025-11-05271415310.4013/fem.2025.271.05Histórias em quadrinhos: possibilidades e tendências para o ensino de química
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28379
<p>Este trabalho investiga as possibilidades e tendências do uso de histórias em quadrinhos (HQs) como recurso didático no ensino de Química. A pesquisa foi conduzida em duas etapas: inicialmente, por meio de uma revisão de literatura, analisaram-se 23 estudos publicados entre 2014 e 2024, com foco nas ferramentas utilizadas para a produção das HQs, autoria, usos pedagógicos e contextos de aplicação. A segunda etapa consistiu em uma aplicação prática com a criação de uma HQ sobre reações químicas perigosas, utilizando ferramentas de inteligência artificial generativa. Os resultados indicam que, embora as HQs venham sendo exploradas de forma crescente no ensino de Química, ainda há pouca utilização de tecnologias emergentes para sua elaboração. A experiência prática com IA demonstrou o potencial dessas ferramentas para a criação de materiais didáticos personalizados, mas também evidenciou limitações técnicas que demandam curadoria e mediação docente. Conclui-se que a integração entre HQs e IA representa uma tendência inovadora e promissora, que pode ampliar as possibilidades pedagógicas no ensino de Ciências.</p>Natália Costa RodriguesDaniele Correia
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2025-11-052025-11-05271546510.4013/fem.2025.271.06Webcomics como Recursos Educacionais Digitais (RED) no ensino superior
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28382
<p><span style="font-weight: 400;">The present study aims to identify the contributions of the use of comic strips as digital educational resources for teaching cognitive theories in higher education. The methodology used in this investigation was qualitative with a descriptive approach, using a case study as the category of analysis. Data analysis was carried out through the observation of how the webcomics, as well as the language of comics, contributed to the development of digital media by students during the 2023 spring semester. As outcomes, students made connections between theory and comic strips in a narrative, creative, and inventive way to create interactive digital media. Furthermore, the research shows how the webcomics were relevant to consolidating the knowledge built by students.</span></p>Pâmela de Castro Freitas OliveiraRaquel Santiago FreireJosé Aires de Castro Filho
Copyright (c) 2025 Fronteiras - estudos midiáticos
2025-11-052025-11-05271667910.4013/fem.2025.271.07From the rise and fall of radio comics to the revival of audio comics in the digital context
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28406
<p><span style="font-weight: 400;">The article analyzes the historical trajectory of audio comics, from the radio comics of the 1920s to the 1950s to the contemporary digital audio comics. It begins by examining how comic strips were adapted for radio, creating dramatized listening experiences with strong emotional and commercial appeal. The decline of the format is attributed to the rise of television, the editorial autonomy of printed comics, and post-war moral pressures. In the 21st century, with the popularization of podcasts and digital platforms, we observe the resurgence of exclusively audio narratives inspired by comics, now detached from the traditional logic of broadcasting. Based on this context, the study proposes an initial typology of audio comics, divided into three categories: direct adaptations of comic books, dramatized novelizations, and original audio creations. Finally, the article discusses whether audio comics will establish themselves as a mass narrative form, as in the past, or remain confined to a niche within the ecosystem of cyberculture. Drawing on the Long Tail theory (Anderson, 2006), we suggest that the sustainability of the format depends on the convergence of aesthetic innovation, platform accessibility, and audience engagement.</span></p>Jaimeson Machado GarciaCristiane Lindemann
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2025-11-052025-11-05271809210.4013/fem.2025.271.08CREATION AND EXPERIMENTATION PROCESS IN POETIC-PHILOSOPHICAL COMICS
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28377
<p><span style="font-weight: 400;">This article is an excerpt from the master's research Trevalias: creative process and experimentation in comics (Luz, 2025), developed in the Associated Graduate Program in Visual Arts UFPB/UFPE. Its objective is to expand discussions on the creative process and its unique characteristics, in the production of poetic-philosophical comics for social networks. In the first part, we seek to understand what poetic-philosophical comics are and how they differ from other productions. In the second part, using process criticism (Salles, 2019), we verify how the production and discussion of the narrative and structural adaptation for posting on the social network Instagram is done. We conclude that the creative process is a conglomerate of individual and collective, affective and technical experiences, selected and discarded by the artist, who even under similar or different conditions, manages to produce different responses and solutions based on his or her worldview.</span></p>Isaac Newton Dantas da Costa LuzAlberto Ricardo Pessoa
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2025-11-052025-11-05271939810.4013/fem.2025.271.09Circulation, Reframing, and Invisibility
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28369
<p><span style="font-weight: 400;">In Japanese comics, known as </span><em><span style="font-weight: 400;">manga</span></em><span style="font-weight: 400;">, the most iconic heroes are typically associated with the </span><em><span style="font-weight: 400;">shonen</span></em><span style="font-weight: 400;"> demography, originally targeted at a young male audience. However, the concept of demography as a category based on target readership is specific to Japanese cultural contexts, which creates gaps in how these classifications are understood by other audiences. Drawing on the debate around cultural circulation, this article explores the defining characteristics of </span><em><span style="font-weight: 400;">shonen</span></em><span style="font-weight: 400;"> manga and seeks to understand how these features, and </span><em><span style="font-weight: 400;">shonen</span></em><span style="font-weight: 400;"> more broadly, are perceived and reinterpreted by Brazilian readers, particularly through digital fan practices within the Facebook group </span><em><span style="font-weight: 400;">One Piece Brasil</span></em><span style="font-weight: 400;">. Our findings suggest that demography plays a minor role in the digital culture of Brazilian </span><em><span style="font-weight: 400;">One Piece</span></em><span style="font-weight: 400;"> fans; in this context, reinterpretation tends more toward erasure within the dynamics of digital circulation. This is because fans tend to value </span><em><span style="font-weight: 400;">One Piece</span></em><span style="font-weight: 400;"> for elements they perceive as unique to the work itself. As a result, what stands out in the digital culture surrounding </span><em><span style="font-weight: 400;">One Piece</span></em><span style="font-weight: 400;"> distances the manga from the </span><em><span style="font-weight: 400;">shonen</span></em><span style="font-weight: 400;"> category to which it originally belongs, reinforcing a reading centered on the work itself rather than on its demographic classification.</span></p>Aline Mendes
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2025-11-052025-11-052719911110.4013/fem.2025.271.10As Webcomics e suas Possibilidades no Ensino
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28368
<p>The article discusses digital comics (<em>webcomics</em>) as pedagogical tools aligned with contemporary digital culture. It is justified by the growing presence of technology in students’ lives and the need to adapt educational practices to this reality. The objective is to analyze the pedagogical potential of <em>webcomics </em>from the perspective of both educators and students. The adopted methodology was qualitative, based on bibliographic research and the analysis of four case studies applying digital comics in diverse educational contexts. The results show that <em>webcomics </em>are effective tools for promoting student engagement, text comprehension, creativity, and autonomy. Additionally, they contribute to integrating curricular content with multimodal languages, reinforcing multiliteracies. The analyzed examples demonstrate that digital comics support interdisciplinary teaching, critical thinking, and citizenship education, even when faced with challenges such as the lack of technological infrastructure in schools. It is concluded that <em>webcomics </em>hold great potential as educational strategies, especially by engaging with the cultural and communicative habits of young people in the digital age. Teacher training is recommended to ensure the critical and effective use of these resources in the teaching and learning process.</p> <p><strong>Keywords</strong>: Webcomics; Teaching; Digital Culture</p>Thiago Vasconcellos ModenesiDiego MoreauLetícia Debastiani Frana Debastiani FranaMilton Luiz Horn Vieira
Copyright (c) 2025 Fronteiras - estudos midiáticos
2025-11-052025-11-0527111212010.4013/fem.2025.271.11Uma Identidade Transmídia:
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28384
<p style="font-weight: 400;">The article analyzes the character Peggy Carter as an example of transmedia identity construction within the context of the Marvel Cinematic Universe (MCU), tracing her trajectory from comic books of the 1960s to her recreation in audiovisual narratives. Drawing on Genette (1997), Field (2001), and Tomachevski (1970), the authors explore the paratextual function of the character, particularly in her evolution from romantic supporting role to leading agent. The text proposes a five-stage division of the character’s trajectory, with a specific focus on comparing her comic book origins to her repositioning in the MCU. The analysis addresses both associated motives and free motives that define her characterization. The article concludes that, despite lacking superpowers, Peggy Carter becomes a significant narrative link within the MCU and exemplifies how female representations have been reconfigured to meet contemporary demands for more complex and diverse forms of protagonism.</p>Roberto TietzmanAndré Fagundes PaseJanaina dos Santos Gamba
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2025-11-052025-11-0527112113210.4013/fem.2025.271.12Do gibi à publicidade
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28361
<div><span lang="EN-US">The main objective of this article is to analyze the advertising transmedia storytelling of Spider-Man. The methodology of this research is classified as documentary, with a qualitative approach and based on content analysis. The objects of study include a film, an audiovisual commercial, and a Spider-Man comic book. The results highlight that Spider-Man’s transmedia storytelling, through the three analyzed media, can be considered innovative, expansive, and allusive, interconnecting their narratives. The analysis emphasizes the importance of transmedia in advertising, showing how the expansion of Spider-Man’s narrative universe across different media contributes to a unique consumer experience.</span></div>Bruno Cardoso PintoRafael José Bona
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2025-11-052025-11-0527113314110.4013/fem.2025.271.13Alternative Universes and Collaborative Narratives
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28231
<p><span style="font-weight: 400;">This paper analyzes the relationship between fandoms and collaborative narratives, using the digital comic Underfell, an alternate universe (AU) of the game Undertale, as a case study. The research explores how digital communities actively participate in storytelling, examining concepts such as participatory culture and transmedia. Underfell initially emerged as an aesthetic proposal for fan art and later evolved into a collective narrative, where multiple creators contribute in a decentralized manner. The analyzed comic, published on Tumblr, exemplifies this collaboration by integrating elements from the original game and adapting its metanarrative to the digital format. Its fragmented and interactive publication on the platform strengthens the connection between the author and the community, highlighting the influence of the digital medium on the production and reception of these works. Our research concludes that such collaborative narratives challenge traditional notions of authorship, demonstrating a new model of collective fiction creation on the internet.</span></p>Matheus Rodrigo Serafim RodriguesRicardo Jorge de Lucena Lucas
Copyright (c) 2025 Fronteiras - estudos midiáticos
2025-11-052025-11-0527114215510.4013/fem.2025.271.14A colaboratividade de artistas nortistas e o papel da internet na produção de histórias em quadrinhos na Amazônia
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28359
<p>This article discusses the dynamics of collaboration and the impact of the internet on the creation of Amazonian comics, based on the experiences of indigenous artists, with a focus on the Coletivo Quadrinistas Indígenas and its activities on Instagram. The methodology focuses on the publications on the collective’s Instagram profile, used as a data source, to investigate the role of the internet and the collaborative actions among the collective’s artists. For that, the interpretative assumption is based on Merleau-Ponty’s phenomenology (1999), which emphasizes human perception and vivid experiences as key to understanding the artists’ relationship with the “living world”. The discussions reveal the importance of the internet as a dynamic space that transcends geographical barriers and contributes to the visibility of indigenous and Amazonian artistic production.</p>Ellen Aline da Silva de SousaFrancinete Costa Botelho Marina Ramos Neves de Castro
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2025-11-052025-11-0527115616510.4013/fem.2025.271.15Disinformation as a System
https://www.revistas.unisinos.br/index.php/fronteiras/article/view/28296
<p><span style="font-weight: 400;">This review presents the thesis argued by researcher Raquel Recuero in her book published in 2024. The work revisits studies of disinformation as an object and as a process, and discusses the effects and confrontation of the phenomenon, intending to launch a systemic approach for its understanding, to promote an equally systemic discussion to mitigate information disorder.</span></p>Taís Seibt
Copyright (c) 2025 Fronteiras - estudos midiáticos
2025-11-052025-11-0527116617310.4013/fem.2025.271.17