Playing Sites of Memory: Framing the Representation of Cultural Memory in Digital Games

Detalhes bibliográficos
Autor(a) principal: Caselli, Stefano
Data de Publicação: 2021
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.34624/jdmi.v4i11.26482
Resumo: Basing on an understanding of digital games as cultural objectivations, this article suggests interpreting them as sites of memory, or in other words as ‘carrier’ of cultural memory. By merging game studies, literary studies, and memory studies, the article aims at providing an operational and theoretical toolkit useful to put different kinds of representation within (and beyond) digital games towards a broader cultural memory framework. The toolkit is inspired by Paul Ricoeur and his threefold model of textual mimesis, and favours an approach to digital games that takes into account how they represent and re- configure pre-existent cultural forms; and therefore can be refigured into novel ones during, after, and beyond the game experience.
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spelling Playing Sites of Memory: Framing the Representation of Cultural Memory in Digital GamesBasing on an understanding of digital games as cultural objectivations, this article suggests interpreting them as sites of memory, or in other words as ‘carrier’ of cultural memory. By merging game studies, literary studies, and memory studies, the article aims at providing an operational and theoretical toolkit useful to put different kinds of representation within (and beyond) digital games towards a broader cultural memory framework. The toolkit is inspired by Paul Ricoeur and his threefold model of textual mimesis, and favours an approach to digital games that takes into account how they represent and re- configure pre-existent cultural forms; and therefore can be refigured into novel ones during, after, and beyond the game experience.DigiMedia | University of Aveiro2021-12-31T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.34624/jdmi.v4i11.26482oai:proa.ua.pt:article/26482Journal of Digital Media & Interaction; Vol 4 No 11 (2021): Cultural Representations in Digital Games, Vol.4, No.11; 42-59Journal of Digital Media & Interaction; vol. 4 n.º 11 (2021): Cultural Representations in Digital Games, Vol.4, No.11; 42-592184-3120reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://proa.ua.pt/index.php/jdmi/article/view/26482https://doi.org/10.34624/jdmi.v4i11.26482https://proa.ua.pt/index.php/jdmi/article/view/26482/19813Copyright (c) 2021 Stefano Casellihttp://creativecommons.org/licenses/by-nc-nd/4.0info:eu-repo/semantics/openAccessCaselli, Stefano2022-09-06T09:08:42Zoai:proa.ua.pt:article/26482Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:27:11.630754Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Playing Sites of Memory: Framing the Representation of Cultural Memory in Digital Games
title Playing Sites of Memory: Framing the Representation of Cultural Memory in Digital Games
spellingShingle Playing Sites of Memory: Framing the Representation of Cultural Memory in Digital Games
Caselli, Stefano
title_short Playing Sites of Memory: Framing the Representation of Cultural Memory in Digital Games
title_full Playing Sites of Memory: Framing the Representation of Cultural Memory in Digital Games
title_fullStr Playing Sites of Memory: Framing the Representation of Cultural Memory in Digital Games
title_full_unstemmed Playing Sites of Memory: Framing the Representation of Cultural Memory in Digital Games
title_sort Playing Sites of Memory: Framing the Representation of Cultural Memory in Digital Games
author Caselli, Stefano
author_facet Caselli, Stefano
author_role author
dc.contributor.author.fl_str_mv Caselli, Stefano
description Basing on an understanding of digital games as cultural objectivations, this article suggests interpreting them as sites of memory, or in other words as ‘carrier’ of cultural memory. By merging game studies, literary studies, and memory studies, the article aims at providing an operational and theoretical toolkit useful to put different kinds of representation within (and beyond) digital games towards a broader cultural memory framework. The toolkit is inspired by Paul Ricoeur and his threefold model of textual mimesis, and favours an approach to digital games that takes into account how they represent and re- configure pre-existent cultural forms; and therefore can be refigured into novel ones during, after, and beyond the game experience.
publishDate 2021
dc.date.none.fl_str_mv 2021-12-31T00:00:00Z
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dc.identifier.uri.fl_str_mv https://doi.org/10.34624/jdmi.v4i11.26482
oai:proa.ua.pt:article/26482
url https://doi.org/10.34624/jdmi.v4i11.26482
identifier_str_mv oai:proa.ua.pt:article/26482
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://proa.ua.pt/index.php/jdmi/article/view/26482
https://doi.org/10.34624/jdmi.v4i11.26482
https://proa.ua.pt/index.php/jdmi/article/view/26482/19813
dc.rights.driver.fl_str_mv Copyright (c) 2021 Stefano Caselli
http://creativecommons.org/licenses/by-nc-nd/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2021 Stefano Caselli
http://creativecommons.org/licenses/by-nc-nd/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv DigiMedia | University of Aveiro
publisher.none.fl_str_mv DigiMedia | University of Aveiro
dc.source.none.fl_str_mv Journal of Digital Media & Interaction; Vol 4 No 11 (2021): Cultural Representations in Digital Games, Vol.4, No.11; 42-59
Journal of Digital Media & Interaction; vol. 4 n.º 11 (2021): Cultural Representations in Digital Games, Vol.4, No.11; 42-59
2184-3120
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