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Como as Audiências de Jogos Digitais Interpretam Personagens Intersecionais em Assassin’s Creed
DOI:
https://doi.org/10.14195/2183-5462_48_5Palavras-chave:
Jogos Digitais, Interseccionalidade, Memória Cultural, Representação de minorias, Receção das audiênciasResumo
Os jogos digitais, com milhares de milhões de jogadores em todo o mundo, estão entre as atividades culturais mais influentes do século XXI, moldando a forma como as pessoas percebem o passado e constroem as suas identidades. Estes jogos recorrem frequentemente a elementos históricos como enquadramentos culturais, mas também tendem a reforçar visões do mundo ocidentalizadas. Este artigo centra-se em Assassin’s Creed III, Origins e Liberation, explorando a representação de minorias raciais na série Assassin’s Creed. Através de uma abordagem qualitativa interseccional, que combina análise semiótica e narrativa dos jogos com análise temática de comentários de utilizadores no Reddit e no YouTube, investiga-se de que forma jogadores de diferentes contextos culturais acolhem, contestam ou reconfiguram representações racializadas. Ao analisar as negociações simbólicas entre criadores e públicos, o artigo aprofunda a compreensão crítica sobre o modo como os jogos digitais refletem e transformam a memória cultural, a identidade e as dinmicas de poder.
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