Beyond the gameplay: understanding electronic games as artifacts

被引:0
|
作者
Carneiro, Eduardo Lorini [1 ]
Backes, Luciana [1 ]
机构
[1] Univ La Salle, Canoas, Brazil
来源
ANTARES-LETRAS E HUMANIDADES | 2020年 / 12卷 / 28期
关键词
Artifact; Cyberspace; Game studies; Electronic games;
D O I
10.18226/19844921.v12.n28.15
中图分类号
C [社会科学总论];
学科分类号
03 ; 0303 ;
摘要
Electronic games are part of social culture. In this article, we identified the characteristics of these games from an action research carried out in an educational context, verifying in them the attribution of the concept of artifact according to Rabardel (1995), reflecting on the following problem: What are the characteristics of electronic games that enhance the condition in them of artifacts? Thus, we conceptualize artifact and contextualize the characteristics of interactivity, playfulness, immersion and cognitive action in electronic games from three games used by Elementary School students. We conclude with the identification that such characteristics develop the player's cognitive action at different times and spaces in the narrative, configuring electronic games as artifacts.
引用
收藏
页码:293 / 312
页数:20
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