João Varella, Tadeu Breda
In this book, João Varella brings a series of essays that deepen the look at the role of video games in the pandemic context; combining art, economics and technology in discussions that range from specific topics, such as the reception of the most awaited releases of the season and new consoles, to broader ones, such as representativeness and accessibility.
If screens have been consolidated as a refuge in our societies, bringing comfort and providing, albeit virtually, interaction with the other, video games are in the eye of the hurricane. Seemingly harmless games are the visible edge of gigantic interests in the entertainment industry, which mix with advertising campaigns and political strategies to win over consumers and followers. Through the joystick, computer or cell phone, the video game is installed in our culture, with enormous power of influence. Even without seeing it—or playing it—it's best not to ignore it.
Publishers: #ElefanteEditora (Elefante Editora)
#AmongUs (Among Us)
#AnimalCrossing (Animal Crossing: New Horizons)
#Astro (Astro's Playroom)
#Cyberpunk2077 (Cyberpunk 2077)
#Doom (Doom Eternal)
#SpiderMan (Marvel's Spider-Man: Miles Morales)
#TellMeWhy (Tell Me Why)
#Tetris (Tetris Effect)
#TheLastOfUs (The Last of Us Part II)
#WatchDogs (Watch Dogs: Legion)