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PANDEMIC VIDEOGAME

João Varella, Tadeu Breda



 

In this book, João Varella brings a series of essays that deepen the look at the role of video games in the pandemic context; combining art, economics and technology in discussions that range from specific topics, such as the reception of the most awaited releases of the season and new consoles, to broader ones, such as representativeness and accessibility.


If screens have been consolidated as a refuge in our societies, bringing comfort and providing, albeit virtually, interaction with the other, video games are in the eye of the hurricane. Seemingly harmless games are the visible edge of gigantic interests in the entertainment industry, which mix with advertising campaigns and political strategies to win over consumers and followers. Through the joystick, computer or cell phone, the video game is installed in our culture, with enormous power of influence. Even without seeing it—or playing it—it's best not to ignore it.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

Portuguese

Paperback

9786587235653

2021

144

Portuguese

eBook

N/A

2021

144

OTHER NAMES

  • Videogame Pandemia

 

TAGS


Authors: #JoãoVarella #TadeuBreda

Publishers: #ElefanteEditora (Elefante Editora)

Languages: #English

Year: #Year2021

Genres: #GameStudies


Companies:

N/A


Public Figures:

N/A


Games:

#AmongUs (Among Us)

#AnimalCrossing (Animal Crossing: New Horizons)

#Astro (Astro's Playroom)

#Cyberpunk2077 (Cyberpunk 2077)

#Doom (Doom Eternal)

#Hades (Hades)

#SpiderMan (Marvel's Spider-Man: Miles Morales)

#TellMeWhy (Tell Me Why)

#Tetris (Tetris Effect)

#TheLastOfUs (The Last of Us Part II)

#WatchDogs (Watch Dogs: Legion)


Misc:

#Covid19 (Covid-19)

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