Videojogos: Um (novo) média para a educação
DOI:
https://doi.org/10.14195/1647-8614_42-3_3Abstract
This paper discusses the potential (addictive) qualities of digital games, particularly in their positive aspects. The fact is that even some of the self-proclaimed violent videogames’fulfil (or may fulfil) their role as fundamental educational tools, namely by helping to solve problems and by simulating ancient historic contexts (as such strategy games as Sid Meier’s Civilization (Microprose, 1991), Rome Total War (Creative Assembly, 2004) or Portugal 1111 (Ciberbit, 2004). Alternatively, this can also be achieved by allowing gamers to move about within a simulated space (in fantasy terms or by replicating’reality), thus enabling them to access new or improved educational contexts, or even by making possible certain forms of catharsis and/or therapies (this can be the case, for instance, of the games used for post-traumatic treatment of former war soldiers). The "ergodic experience of gameplay", besides an (addictive) dimension of violence, in many cases also present in other medium, also holds a generating (and even motivating) ability regarding (new and crucial) knowledge/skills in new (educational) contexts of action.Downloads
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Published
2008-12-01
How to Cite
Teixeira, L. F. B. (2008). Videojogos: Um (novo) média para a educação. Revista Portuguesa De Pedagogia, (42-3), p. 37–53. https://doi.org/10.14195/1647-8614_42-3_3
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Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows sharing the work with recognition of authorship and initial publication in Antropologia Portuguesa journal.


