Games: Entertainment, media and culture

Authors

DOI:

https://doi.org/10.11606/issn.1984-5057.v7i1p69-84

Keywords:

games, media, sincretism, subjectivity, interaction

Abstract

Electronic games are a media contemporary phenomenon. In this context, the article purpose is to show possibilities in researches and analysis, based on these object characteristics, once it is observed at its multimediatic and syncretic language. It also discuss the consequences of the relations promoted between game and player, and among this one and other people around, resulting on interactions ordered by programation, strategy, sensibility and accident. The researches propositions are anchoraged on Greimas and his followers theories; and cyberspace and audiovisual media studiers. Games, then, emerge as typical examples to understand the meaning construction in the social environment nowadays.

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Author Biographies

  • Valdenise Leziér Martyniuk, Pontifical Catholic University of São Paulo
    Professora Doutora dos cursos de graduação em Administração e Publicidade e Propaganda e do MBA em Marketing da Pontifícia Universidade Católica de São Paulo (PUC/SP).
  • Mauro Maia Laruccia, Universidade de Sorocaba

    Professor Doutor do Programa de Pós-Graduação em Comunicação e Cultura da Universidade de Sorocaba (UNISO).

References

Published

2015-07-15

How to Cite

MARTYNIUK, Valdenise Leziér; LARUCCIA, Mauro Maia. Games: Entertainment, media and culture. Signos do Consumo, [S. l.], v. 7, n. 1, p. 69–84, 2015. DOI: 10.11606/issn.1984-5057.v7i1p69-84. Disponível em: https://revistas.usp.br/signosdoconsumo/article/view/111273. Acesso em: 7 feb. 2026.