Trash games

o importante poder obscuro da comunicação e dos videojogos

Autores

DOI:

https://doi.org/10.34629/cpublica.479

Palavras-chave:

videojogos, comunicação, mediatismo, polémica, espetáculo

Resumo

Os videojogos comportam um potencial comunicativo inegável independentemente do seu género. A sua natureza interativa proporciona uma abertura considerável a múltiplas interpretações consoante o conteúdo que vai sendo construído durante as experiências jogáveis. Contudo, existe também o caso de videojogos que criam controvérsia pelo conteúdo que apresentam. Neste artigo, iremo-nos debruçar sobre videojogos desenvolvidos maioritamente por criativos ou empresas independentes que acabam por ser alvo de um enorme mediatismo por explorarem temas e tópicos sensíveis, como a violência física, sexual, entre outros. Procuraremos demonstrar que, apesar do impacto negativo, do mediatismo populista e das discussões fomentadas pelos media contemporâneos, estes por nós denominados trash games podem ser muito relevantes para pensar o futuro das indústrias criativas, da comunicação, dos criativos e da sua audiência.

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Biografia do Autor

  • André Carita, Universidade Lusófona do Porto

    Nasceu no Porto em 1984. Doutor em Belas Artes (especialidade videojogos) pela Universitat Politècnica de València (Espanha) desde 2012. Investigador desde 2002, colaborou nas revistas Mega score, Hype! e GameCultura (Brasil). É professor na Universidade Lusófona do Porto nas Licenciaturas de Videojogos e Aplicações Multimédia, Comunicação Aplicada e Design da Comunicação, nas quais leciona as unidades curriculares História dos Videojogos, Crítica e Análise de Videojogos, Argumento e Narrativas Interativas, Game Design, Semiótica, Cultura Visual, entre outras. Atualmente está envolvido na orientação e planificação de diversos videojogos a serem produzidos no âmbito académico em Portugal.

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Publicado

2022-12-15

Edição

Secção

DOSSIÊ TEMÁTICO: Literacia Mediática: estratégias para fortalecer a cidadania e a democracia

Como Citar

Trash games: o importante poder obscuro da comunicação e dos videojogos. (2022). Comunicação Pública, 17(33). https://doi.org/10.34629/cpublica.479