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Learning outcomes |
1. Analyze the theoretical frameworks of digital media, videogames, and virtual worlds, drawing from key texts. 2. Understand the global contexts and cultural impact of video games on society and media landscapes. 3. Explore specific case studies to critically assess the intersection of technology, narrative, and player engagement. 4. Apply game theory and media studies concepts to real-world examples, enhancing understanding of digital culture and learning.
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Main Bibliography |
Consalvo, M. (2014). Atari to Zelda: Japan’s Videogames in Global Contexts. MIT Press.
Gunkel, D. J. (2018). Gaming the system: Deconstructing video games, games studies, and virtual worlds. Indiana University Press.
Manovich, L. (2001). The language of new media. Cambridge, US: MIT Press.
Parente, A. (Org.) (2004). Imagem-máquina - a era das tecnologias do virtual (1993). San Paulo, SP, Brazil: Editora 34.
Wolf, M. J. P., & Perron, B. (Eds.). (2003). The video game theory reader. Routledge Wardrip-Fruin, N., Harrigan, P. (Eds, 2004). First person: new media as story, performance, and game. MIT Press.
EXTRA ELIAS, H. (2016). Brandware - Quando as Marcas e os Meios Digitais Colidem. Austrália: Tablo. Apple iBook version. ELIAS, H. (2009). First Person Shooter – The Subjective Cyberspace. Covilhã, Portugal: UBI - Livros LABCOM. ELIAS, H. (2008). O Videojogo e o Entretenimento Global: First Person Shooter. Lisboa, Portugal: MediaXXI-FormalPress.
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