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Dissertação

The legend of video gamesa link to Affordance Theory

Xavier, Lucas Busani

O documento é disponibilizado pela fonte de origem, que mantém a versão integral e as condições de uso.

Resumo

Video game consumption is frequently researched, given their relevance as a media. Still, studies tend to ground the analysis of the relationship between gamers and video games on Technological Determinism or Radical Constructivism. As complex, relational, and communicative artifacts, it is important to consider that falling into either one of those extremes would be a major issue for understanding video game consumption. Thus, I used Affordance Theory as a means for addressing the relationship between gamers and their games. In technology studies, affordances refer neither to the socially constructed interpretations of individuals of technological artifacts, nor how artifacts determine the social behaviors of individuals, but to the possibilities and limitations of actions that emerge through the interaction between a social individual, the given technology, and the environment in which both reside. Thus, the proposed research question was: what are the affordances that emerge through video game consumption? Which has led to finding five affordance types: Co-creative, Expressive, Learning and Discovery, Immersive and Incorporative, and Connective and Communicative. During this process, I also found that affordances in video games follow a somewhat rigid power structure in which actors struggle to exert their agency, as well as strong referential aspect that intermediate video game consumption.

Ficha do documento

Tipo
Dissertação
Ano
2023
Instituição
Fundação Getulio Vargas
Idioma
Inglês
Acesso
Acesso aberto
Identificador
oai:repositorio.fgv.br:10438/33660

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