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Game, literature and learning: contributions in the contemporary

  • Writer: edu /
    edu /
  • Sep 12, 2023
  • 1 min read

ABSTRACT

In this article, I propose a reflection focusing on the game interface to the literature and learning and its contribution to contemporary. Therefore, I consider certain theoretical assumptions studied. For Santaella (2013, p. 223), “in addition to its artistic relevance and cultural increasingly evident and studied by researchers and universities around the world, games today represent the largest entertainment industry and one of the largest among all the others”. The use of games in education effectively contribute in shaping the individual. They can enrich shared learning. We have the contribution of Rettenmaier and Rösing (2013 p. 158), “all form of information sharing is potentially a learning opportunity. “ The games are a new art form, able to influence the way we produce literature and other types of art. More and more people spend time in play, exploration, competitive experience or simply social, which are games, in contrast to the traditional passive and linear literature. Thus, from the concepts and reflections carried out, we note that work with games and literature becomes powerful tool nowadays. Aiming to expand discussions on this theme, aims to demonstrate how this new medium, the videogame, potentiated added or suppressed brands that were present in the daily of people’s lives, thus creating new meanings.

Keywords: Game. Literature. Gamification. Learning.

 
 
 

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