Games: Entertainment, media and culture
DOI:
https://doi.org/10.11606/issn.1984-5057.v7i1p69-84Keywords:
games, media, sincretism, subjectivity, interactionAbstract
Electronic games are a media contemporary phenomenon. In this context, the article purpose is to show possibilities in researches and analysis, based on these object characteristics, once it is observed at its multimediatic and syncretic language. It also discuss the consequences of the relations promoted between game and player, and among this one and other people around, resulting on interactions ordered by programation, strategy, sensibility and accident. The researches propositions are anchoraged on Greimas and his followers theories; and cyberspace and audiovisual media studiers. Games, then, emerge as typical examples to understand the meaning construction in the social environment nowadays.Downloads
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Published
2015-07-15
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ARTICLES
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Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons BY-NC-SA License.
How to Cite
Games: Entertainment, media and culture. Signos do Consumo, [S. l.], v. 7, n. 1, p. 69–84, 2015. DOI: 10.11606/issn.1984-5057.v7i1p69-84. Disponível em: https://www.periodicos.usp.br/signosdoconsumo/article/view/111273.. Acesso em: 15 may. 2024.