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Novos usos e desafios para os videojogos

dc.contributor.authorCádima, Francisco Rui
dc.contributor.authorPinto, David
dc.contributor.authorCoelho, Joana
dc.contributor.authorDias, Laura
dc.contributor.institutionDepartamento de Ciências da Comunicação (DCC)
dc.contributor.institutionCentro de Investigação em Comunicação, Informação e Cultura Digital (CIC. Digital)
dc.contributor.pblUniversidade de Coimbra
dc.date.accessioned2018-01-19T23:11:47Z
dc.date.available2018-01-19T23:11:47Z
dc.date.issued2017-12-01
dc.descriptionUID/CCI/04667/2016
dc.description.abstractTo play video games no longer means staying consecutive hours in front of a screen. In the culture of video games there are new phenomena in which the new generation of players want to know more about games, watch others play, see their fans, interact, following their idols, participate and become better and better. But there is also a dark side, which has to do with harassment issues, sexism, aggression and / or discrimination in online games. Increasingly visible, this issue is becoming the object of analysis in specific debates and digital platforms. In the recent past, a large number of news about online games have focused on harassment and violence online, thus reinforcing the importance of the dimensions of tolerance, diversity and inclusion. In this research, we start by focusing on the context of development of new environments and online gaming communities, analyzing in particular the expansion and specificity of the big emerging platforms, then we discuss the issue of discrimination and / or exclusion and online harassment and how to overcome this problem by introducing specific codes to improve the classification of content, as well as through community management strategies that promote diversity and inclusion in online games.en
dc.description.versionpublishersversion
dc.description.versionpublished
dc.format.extent11
dc.format.extent1146923
dc.identifier.issn1645-5681
dc.identifier.otherPURE: 3484078
dc.identifier.otherPURE UUID: 503484b0-781b-45c1-a0b9-3d86a543f3e5
dc.identifier.otherScielo: S2183-54622017000200012-prt
dc.identifier.otherORCID: /0000-0002-5449-8831/work/63724630
dc.identifier.urihttp://impactum-journals.uc.pt/mj
dc.identifier.urihttp://www.scielo.mec.pt/scielo.php?script=sci_arttext&pid=S2183-54622017000200012&lng=pt&tlng=pt
dc.identifier.urlhttp://impactum-journals.uc.pt/mj
dc.identifier.urlhttp://www.scielo.mec.pt/scielo.php?script=sci_arttext&pid=S2183-54622017000200012&lng=pt&tlng=pt
dc.language.isopor
dc.peerreviewedno
dc.subjectIndústrias culturais
dc.subjectInternet
dc.subjectVideojogos
dc.subjectStreaming
dc.subjectComunidades web
dc.subjectJogadores
dc.subjectGénero
dc.subjectAssédio online
dc.subjectSDG 16 - Peace, Justice and Strong Institutions
dc.titleNovos usos e desafios para os videojogospt
dc.title.alternativeNew uses and challenges for video gamesstreaming, gender issues and online harassmenten
dc.title.subtitlestreaming, questões de género e assédio onlinept
dc.typejournal article
degois.publication.firstPage165
degois.publication.issue31
degois.publication.lastPage176
degois.publication.titleMedia & Jornalismo
degois.publication.volume17
dspace.entity.typePublication
rcaap.rightsopenAccess

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