Games can play us: the power of disempowerment in "emotional engineering"

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Games can play us: the power of disempowerment in "emotional engineering"

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dc.contributor.author Filipe, Eva R.
dc.date.accessioned 2018-06-01T10:59:07Z
dc.date.available 2018-06-01T10:59:07Z
dc.date.issued 2017
dc.identifier.issn ISSN 2183-9271
dc.identifier.uri http://hdl.handle.net/10437/8829
dc.description International Journal of Film and Media Arts pt
dc.description.abstract 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 pt
dc.format application/pdf
dc.language.iso eng pt
dc.publisher Edições Universitárias Lusófonas pt
dc.rights openAccess
dc.subject AUDIOVISUAL pt
dc.subject VIDEOJOGOS pt
dc.subject COMPORTAMENTO EMOCIONAL pt
dc.subject INTERATIVIDADE pt
dc.subject AUDIOVISUAL en
dc.subject VIDEO GAMES en
dc.subject EMOTIONAL BEHAVIOUR en
dc.subject INTERACTIVITY en
dc.title Games can play us: the power of disempowerment in "emotional engineering" pt
dc.type article pt


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