Uncovering literacy practices in the game total war: shogun 2 with a contract-agency model

dc.contributor.authorNeves, Pedro Pinto
dc.contributor.authorMorgado, Leonel
dc.contributor.authorZagalo, Nelson
dc.date.accessioned2020-07-03T15:36:07Z
dc.date.available2020-07-03T15:36:07Z
dc.date.issued2020
dc.descriptionInternational Journal of Film and Media Artsen
dc.description.abstractThis 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.en
dc.formatapplication/pdf
dc.identifier.issn2183-9271
dc.identifier.urihttp://hdl.handle.net/10437/10292
dc.language.isoengpt
dc.publisherEdições Universitárias Lusófonaspt
dc.rightsopenAccess
dc.subjectAUDIOVISUALpt
dc.subjectJOGOSpt
dc.subjectVIDEOJOGOSpt
dc.subjectLITERACIA DIGITALpt
dc.subjectAUDIOVISUALen
dc.subjectGAMESen
dc.subjectVIDEO GAMESen
dc.subjectDIGITAL LITERACYen
dc.titleUncovering literacy practices in the game total war: shogun 2 with a contract-agency modelen
dc.typearticlept

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