Intersections between media culture, cyberculture and gameculture:: Ragnarök as a socio-communicational process and mediator of environmental awareness
The online games are studied in the present complex and interactive media. In this article understand the games online as a result of the relationship between culture media, cyberculture and gameculture. We demonstrate that its purpose is the socialization of the players in “other” in the solidarity...
| Autores: | , |
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| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2011 |
| País: | Brasil |
| Institución: | Universidade Federal da Paraíba (UFPB) |
| Repositorio: | Revista Culturas Midiáticas (Online) |
| Idioma: | portugués |
| OAI Identifier: | oai:periodicos.ufpb.br:article/11631 |
| Acceso en línea: | https://periodicos.ufpb.br/index.php/cm/article/view/11631 |
| Access Level: | acceso abierto |
| Palabra clave: | Virtual Socialization Cyberculture Convergence Online Game Ecology Socialización Virtual Cibercultura Convergencia Juego Online Ecología Socialização Virtual Convergência Game Online Ecologia |
| Sumario: | The online games are studied in the present complex and interactive media. In this article understand the games online as a result of the relationship between culture media, cyberculture and gameculture. We demonstrate that its purpose is the socialization of the players in “other” in the solidarity of the goals, the creation of cyber relationships within the game. The online game Ragnarök is considered as product media, there are social practices existing in their virtual world, and its function of social mediator in the awareness of the socio-environmental problem. We also some concepts that give birth to the category of games on line as the Ragnarök, the MMORPG. |
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