Abstract
Digital games, which now populate the internet, correspond to one of the most striking characteristics of cyber-society, exposing changes in citizens' habits, provided by the resources offered by digital technologies. Their formats and types are varied and, at their base, are the knowledge and social values that are shown in the rules and behaviors of the authors of the games. These aspects, when analyzed, expose the cultures from which the game designers that gave rise to them emerged. Thus, this chapter deals specifically with the War Games, especially some awarded ones, in which it is possible to recognize these values both because they are known to the players, because of their social experience, and because they are contrasting. Thus, a reflection is sought here about the effects of this coexistence with the scenario within which the game develops and its possible effects on the real life of consumers in their societies.
Translated title | The War in Games: historical knowledge and representation in digital games |
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Original language | Portuguese (Brazil) |
Title of host publication | Cibersociedade e Novas Tecnologias Vol II |
Editors | Tarcisio Vanzin, Luiz Antonio Moro Palazzo |
Chapter | 5 |
Pages | 85 |
Number of pages | 106 |
Publication status | Published - 11 May 2018 |