Visibilidade sem Agência

Como as Audiências de Jogos Digitais Interpretam Personagens Intersecionais em Assassin’s Creed

Autores

DOI:

https://doi.org/10.14195/2183-5462_48_5

Palavras-chave:

Jogos Digitais, Interseccionalidade, Memória Cultural, Representação de minorias, Receção das audiências

Resumo

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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Biografias Autor

Cátia Ferreira, CECC, Universidade Católica Portuguesa — Portugal

PhD in Communication Studies, Assistant Professor at the Faculty of Human Sciences, Universidade Católica Portuguesa, in the field of multimedia communication, digital storytelling, and game studies, and a researcher at CECC and CETAPS. Her research explores the socio-cultural dimensions of digital culture, focusing on digital games, transmedia, and emerging content strategies, including generative AI and eSports.

Carla Ganito, CECC, Universidade Católica Portuguesa — Portugal

PhD in Communication Sciences and is an Associate Professor at the Faculty of Human Sciences, Catholic University of Portugal, and a researcher at CECC. Her academic research specializes in the intersections of gender, technology, and digital media cultures.

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Publicado

2026-05-08

Como Citar

Ferreira, C., & Ganito, C. (2026). Visibilidade sem Agência: Como as Audiências de Jogos Digitais Interpretam Personagens Intersecionais em Assassin’s Creed. Media & Jornalismo, 26(48), e4805. https://doi.org/10.14195/2183-5462_48_5

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