Identities at stake: the role of creators in the process of identity formation in digital games
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Texto digital |
Texto Completo: | https://periodicos.ufsc.br/index.php/textodigital/article/view/83744 |
Resumo: | This paper will study the projective identity's building process in Littlewood, a digital game created by Sean Young and published by SmashGames. According to the American researcher James Paul Gee, the projective identity is built inside the game in consequence of the interaction between the player (actual world) and the character (digital world). The goal of this research is to show by a case study how fundamental is the role of the creators during the composition of that identity since they are the ones who determine the rules of the game and offer the operative tools the player uses to interact with the digital world. |
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Identities at stake: the role of creators in the process of identity formation in digital gamesIdentidades em jogo: o papel dos desenvolvedores no processo de formação de identidades em jogos digitais Construção de IdentidadesJogos digitaisRegras do JogoMecânicas de JogoBuilding of IdentitiesDigital GamesGame RulesGame MechanicsThis paper will study the projective identity's building process in Littlewood, a digital game created by Sean Young and published by SmashGames. According to the American researcher James Paul Gee, the projective identity is built inside the game in consequence of the interaction between the player (actual world) and the character (digital world). The goal of this research is to show by a case study how fundamental is the role of the creators during the composition of that identity since they are the ones who determine the rules of the game and offer the operative tools the player uses to interact with the digital world.Neste artigo, será estudado o processo de construção de identidades projetivas em Littlewood, um jogo digital criado por Sean Young e publicado pela SmashGames. Segundo o pesquisador estadunidense James Paul Gee, a identidade projetiva é aquela construída dentro do jogo em consequência da interação entre o jogador (mundo concreto) e a personagem (mundo digital). A proposta deste artigo é mostrar por meio de um estudo de caso que o papel dos desenvolvedores é fundamental durante a gênese dessa identidade, já que são eles quem determinam as regras do jogo e disponibilizam as ferramentas práticas que o jogador utiliza para interagir com o mundo digital.Center for Research in Computing, Literature, and Linguistics (NuPILL)2022-11-09info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.ufsc.br/index.php/textodigital/article/view/8374410.5007/1807-9288.2022.e83744Texto Digital; Vol. 18 No. 2 (2022): As artes digitais e seu amplo campo — Parte II; 62-76Texto Digital; Vol. 18 No 2 (2022): As artes digitais e seu amplo campo — Parte II; 62-76Texto Digital; v. 18 n. 2 (2022): As artes digitais e seu amplo campo — Parte II; 62-761807-9288reponame:Texto digitalinstname:Universidade Federal de Santa Catarina (UFSC)instacron:UFSCporhttps://periodicos.ufsc.br/index.php/textodigital/article/view/83744/51927Copyright (c) 2022 Helena Carvalhais Menezeshttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessMenezes, Helena Carvalhais 2022-11-09T18:20:07Zoai:periodicos.ufsc.br:article/83744Revistahttp://www.periodicos.ufsc.br/index.php/textodigitalPUBhttps://periodicos.ufsc.br/index.php/textodigital/oaitextodigital@cce.ufsc.br1807-92881807-9288opendoar:2022-11-09T18:20:07Texto digital - Universidade Federal de Santa Catarina (UFSC)false |
dc.title.none.fl_str_mv |
Identities at stake: the role of creators in the process of identity formation in digital games Identidades em jogo: o papel dos desenvolvedores no processo de formação de identidades em jogos digitais |
title |
Identities at stake: the role of creators in the process of identity formation in digital games |
spellingShingle |
Identities at stake: the role of creators in the process of identity formation in digital games Menezes, Helena Carvalhais Construção de Identidades Jogos digitais Regras do Jogo Mecânicas de Jogo Building of Identities Digital Games Game Rules Game Mechanics |
title_short |
Identities at stake: the role of creators in the process of identity formation in digital games |
title_full |
Identities at stake: the role of creators in the process of identity formation in digital games |
title_fullStr |
Identities at stake: the role of creators in the process of identity formation in digital games |
title_full_unstemmed |
Identities at stake: the role of creators in the process of identity formation in digital games |
title_sort |
Identities at stake: the role of creators in the process of identity formation in digital games |
author |
Menezes, Helena Carvalhais |
author_facet |
Menezes, Helena Carvalhais |
author_role |
author |
dc.contributor.author.fl_str_mv |
Menezes, Helena Carvalhais |
dc.subject.por.fl_str_mv |
Construção de Identidades Jogos digitais Regras do Jogo Mecânicas de Jogo Building of Identities Digital Games Game Rules Game Mechanics |
topic |
Construção de Identidades Jogos digitais Regras do Jogo Mecânicas de Jogo Building of Identities Digital Games Game Rules Game Mechanics |
description |
This paper will study the projective identity's building process in Littlewood, a digital game created by Sean Young and published by SmashGames. According to the American researcher James Paul Gee, the projective identity is built inside the game in consequence of the interaction between the player (actual world) and the character (digital world). The goal of this research is to show by a case study how fundamental is the role of the creators during the composition of that identity since they are the ones who determine the rules of the game and offer the operative tools the player uses to interact with the digital world. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-11-09 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://periodicos.ufsc.br/index.php/textodigital/article/view/83744 10.5007/1807-9288.2022.e83744 |
url |
https://periodicos.ufsc.br/index.php/textodigital/article/view/83744 |
identifier_str_mv |
10.5007/1807-9288.2022.e83744 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://periodicos.ufsc.br/index.php/textodigital/article/view/83744/51927 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2022 Helena Carvalhais Menezes http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2022 Helena Carvalhais Menezes http://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Center for Research in Computing, Literature, and Linguistics (NuPILL) |
publisher.none.fl_str_mv |
Center for Research in Computing, Literature, and Linguistics (NuPILL) |
dc.source.none.fl_str_mv |
Texto Digital; Vol. 18 No. 2 (2022): As artes digitais e seu amplo campo — Parte II; 62-76 Texto Digital; Vol. 18 No 2 (2022): As artes digitais e seu amplo campo — Parte II; 62-76 Texto Digital; v. 18 n. 2 (2022): As artes digitais e seu amplo campo — Parte II; 62-76 1807-9288 reponame:Texto digital instname:Universidade Federal de Santa Catarina (UFSC) instacron:UFSC |
instname_str |
Universidade Federal de Santa Catarina (UFSC) |
instacron_str |
UFSC |
institution |
UFSC |
reponame_str |
Texto digital |
collection |
Texto digital |
repository.name.fl_str_mv |
Texto digital - Universidade Federal de Santa Catarina (UFSC) |
repository.mail.fl_str_mv |
textodigital@cce.ufsc.br |
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1797174794884481024 |