Percorrer por autor "Morgado, Leonel"
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Item Uncovering literacy practices in the game total war: shogun 2 with a contract-agency model(Lusofona University, 2020) Neves, Pedro Pinto; Morgado, Leonel; Zagalo, Nelson; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoThis paper showcases how the Contract Agency Model can be used to uncover literacy practices in videogame’s own terms as a complement to existing, more ‘indirect’ games literacies, using as an example the videogame Total War: Shogun 2. The paper first situates the Contract Agency Model within approaches to videogames and within approaches to media literacy. The paper then identifies three interesting literacy practices in the videogame, which also exemplify the eight levels of abstraction of the Contract Agency Model. The paper concludes by discussing the model’s implications to media literacy and videogames, namely that videogames effect a second-order mutual signalling with their players – agency as a conversation of commitment to meaning – that is humanizing of those players, and that the model can uncover this as an implicit contract of bio-costs, as a ‘direct’ literacy of videogames, i.e. a literacy in videogames’ own terms.Item Videogame Agency as a Bio-costs Contract(Edições Universitárias Lusófonas, 2018) Neves, Pedro Pinto; Morgado, Leonel; Zagalo, Nelson; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoThis paper presents a novel descriptive model for agency in videogames as communication. Literature pertaining to interactive works including videogames has identified the need to overcome dyadic perspectives of communication in such works. Research specifically to do with agency has called for agency to no longer be confused with freedom of action, for an integrated perspective of the player and the system, and for that relationship to be viewed as a conversation. The transactional model in this paper achieves this by proposing a nested hierarchy of levels of communication that operate as an implicit contract, negotiated between the system and the player, where the object of the transaction is bio-costs, effected through the signalling of the attainability of understandings. The paper describes research antecedents, a research agenda, the basis for the model, the model itself, examples of how the model can be used to describe videogame designs, and future research