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Turning the game: an videogame analysis through a critical discursive view

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Author(s):
Luiz Henrique Magnani
Total Authors: 1
Document type: Master's Dissertation
Press: Campinas, SP.
Institution: Universidade Estadual de Campinas (UNICAMP). Instituto de Estudos da Linguagem
Defense date:
Examining board members:
Denise Bértoli Braga; Vânia Gomes; Wlkyria MonteMor
Advisor: Denise Bértoli Braga
Abstract

The study reflects upon the potential of digital gaming for raising critical awareness. A general review of the literature on different theoretical perspectives of gaming is presented and articulated with discursive frames of analysis. As it is concerned with critical thinking about social reality, the study examines five different proposals of serious games from the perspective of the author himself, seen as an expert, in his interaction with the games. The findings reveal possibilities and limits of the strategies used in each those proposals for the development of critical counciousness. A model is proposed that allows for the reader to understand how the social voices implicated in the game are reproduced both in the process of creation of the game and in the game-gamer interaction. Two modes of subversive appropriation of digital games currently available in the market are shown that may instigate the gamer to look critically at his/her own beliefs and value systems. In addition to that, the study presents an empiric section that focuses on possible ways to producing videogames that are conducive to critical thinking (AU)