Games can play us: the power of disempowerment in "emotional engineering"
Miniatura indisponível
Ficheiros
Data
2017
Autores
Título da revista
ISSN da revista
Título do Volume
Editora
Edições Universitárias Lusófonas
Resumo
With the paradox of interactive emotion as a
starting point, this study will try to understand
what is the cause for this limitation of video
games’ emotional power, identifying some requirements
for it to be overcome. Through this
singling out, the concept of disempowerment is
drafted as a model for theoretical inquiry, critical
counterpoint and set of practices that stand
opposed to the forces that go through, define
and are themselves firmed on the diverse layers
of the interactive experience. Beyond trying
to grasp the emotional potential yet to realize
and how the rupture with the established and
expected practices may unlock it, the proposal
of the disempowerment model will overflow the
inside of the game experience. From its construction
within a game to its use on discourse
about video games, its importance on broader
and interwoven dynamics will be highlighted. All
along the way, a critical proposal will gain shape,
which will seek to, cyclically, magnify video
game’s power as a medium of experiences and
the power of the medium as a cultural object
Descrição
International Journal of Film and Media Arts
Palavras-chave
AUDIOVISUAL, VIDEOJOGOS, COMPORTAMENTO EMOCIONAL, INTERATIVIDADE, AUDIOVISUAL, VIDEO GAMES, EMOTIONAL BEHAVIOUR, INTERACTIVITY