Playing and thinking video games: works open to communication

Authors

DOI:

https://doi.org/10.58050/comunicando.v3i1.178

Keywords:

video games, culture, literacy, communication, semiotics

Abstract

The main focus of this paper will be the videogames as an open artefact to a diverse set of communicative trials. To this will be elaborated a little reflection for the purpose of defending videogames as part of our culture and as a way to expand the concept of literacy. With the support of semiotics theory and taking into account the communicative potential that videogames are increasingly demonstrating, will also be explored important concepts such as negotiation and deconstruction. In this sense, we will explore several significants in different titles so that we can understand their meanings as a functional, interactive and immersive whole and can thus contribute to a more comprehensive perspective on the emerging topics of debate which are as necessary as crucial for a better understanding of the development and maturation of an industry full of professionals from different fields of knowledge.

Published

2014-12-31

How to Cite

Carita, A. (2014). Playing and thinking video games: works open to communication. Revista Comunicando, 3(1), 264–286. https://doi.org/10.58050/comunicando.v3i1.178