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VIDEO GAME PANDEMIC

  • Jun 9, 2022
  • 1 min read

Updated: Mar 18

João Varella, Tadeu Breda




In this book, João Varella presents a series of essays that deepen the examination of video games in the pandemic context, combining art, economics, and technology in discussions ranging from specific topics, such as the reception of the season’s most anticipated releases and new consoles, to broader issues like representation and accessibility.


As screens have become a refuge in our societies, providing comfort and, even virtually, interaction with others, video games are at the center of the storm. Seemingly harmless games are just the visible tip of enormous entertainment industry interests, intertwined with advertising campaigns and political strategies aimed at attracting consumers and followers.


Through the joystick, computer, or mobile device, video games are embedded in our culture, wielding enormous influence. Even if one doesn’t see, or play, them, it’s better not to ignore them.

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

Portuguese

Paperback

9786587235653

2021

144

Portuguese

eBook

9786587235646

2022

173

OTHER NAMES

Video Game Pandemic

Videogame Pandemia

TAGS


Publishers: #ElefanteEditora (Elefante Editora)

Languages: #Portuguese


Companies:

N/A


Public Figures:

N/A


Games:

#AmongUs (Among Us)

#AnimalCrossing (Animal Crossing: New Horizons)

#Astro (Astro's Playroom)

#Cyberpunk2077 (Cyberpunk 2077)

#Doom (Doom Eternal)

#Hades (Hades)

#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)


Misc:

#Covid19 (Covid-19)

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