Games can play us : the power of disempowerment in "emotional engineering"
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Lusofona University
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With the paradox of interactive emotion as astarting point, this study will try to understandwhat is the cause for this limitation of videogames’ emotional power, identifying some requirementsfor it to be overcome. Through thissingling out, the concept of disempowerment isdrafted as a model for theoretical inquiry, criticalcounterpoint and set of practices that standopposed to the forces that go through, defineand are themselves firmed on the diverse layersof the interactive experience. Beyond tryingto grasp the emotional potential yet to realizeand how the rupture with the established andexpected practices may unlock it, the proposalof the disempowerment model will overflow theinside of the game experience. From its constructionwithin a game to its use on discourseabout video games, its importance on broaderand interwoven dynamics will be highlighted. Allalong the way, a critical proposal will gain shape,which will seek to, cyclically, magnify videogame’s power as a medium of experiences andthe power of the medium as a cultural object. Keywords: Video games; agency; interactivity; immersion; subversion; emotional engineering; disempowerment.
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Filipe, E R 2017, 'Games can play us : the power of disempowerment in "emotional engineering"', International Journal of Film and Media Arts, vol. 2, no. 2, pp. 8-23.