Intersections between media culture, cyberculture and gameculture:

Ragnarök as a socio-communicational process and mediator of environmental awareness

Authors

  • Igor Ramady Lira de Sousa Federal University of Paraíba (UFPB)
  • Henrique Paiva de Magalhães Federal University of Paraíba (UFPB)

Keywords:

Virtual Socialization, Cyberculture, Convergence, Online Game, Ecology

Abstract

The online games are studied in the present complex and interactive media. In this article understand the games online as a result of the relationship between culture media, cyberculture and gameculture. We demonstrate that its purpose is the socialization of the players in “other” in the solidarity of the goals, the creation of cyber relationships within the game. The online game Ragnarök is considered as product media, there are social practices existing in their virtual world, and its function of social mediator in the awareness of the socio-environmental problem. We also some concepts that give birth to the category of games on line as the Ragnarök, the MMORPG.

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Published

2011-12-23

How to Cite

SOUSA, I. R. L. de; MAGALHÃES, H. P. de. Intersections between media culture, cyberculture and gameculture:: Ragnarök as a socio-communicational process and mediator of environmental awareness. Culturas Midiáticas, [S. l.], v. 1, n. 1, 2011. Disponível em: https://periodicos.ufpb.br/ojs2/index.php/cm/article/view/11631. Acesso em: 22 nov. 2024.

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Section

Articles