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...

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Detalles Bibliográficos
Autores: Sousa, Igor Ramady Lira de, Magalhães, Henrique Paiva de
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
Descripción
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.