Digital Library Author Archives
- Proceedings of DiGRA23
Fragoso Suely
- 3 articles or papers
East Meets South: the creative appropriation of Nintendo and Sega videogames in Brazil
Amaro Mariana Fragoso Suely
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere
Beyond God’s Eye: on the Reliability of Gameworld Images
Fragoso Suely Freitas Fabiana Amaro Mariana
2019 DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix
This article questions the influence of visual enunciation of gameworlds on players’ spatial practices. It begins with a reminder that images are not naïve, followed by a brief review of the literature about the modernist ideological charge of two types of images widely used in games: maps and perspective projections. Considerations about the mediating role of game images leads to the hypothesis that games highlight the inseparability of the spatial practices known as mapping and touring (de Certeau 1984; Lammes 2008, 2009, 2015, 2018). The ideas are exemplified by the combined uses of maps and perspective images in 5 games. Results indicate that maps and central perspective reify Modern values and beliefs. They are more likely to challenge the stratification of spatial practices when encountered in combination or in intermediate forms such as oblique projections. Their potential is intensified by synchronicity and by releasing control of the point of view.
Play to Win, Profit & Entertain: a Study of Double Performance as Athlete and Streamer
Seula Roger Amaro Mariana Fragoso Suely
2018 DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message
The differences between esports and live streaming are less than obvious and tend to become more diffuse as pro-players take advantage of popularity gained in esports to promote themselves as live streamers. The study presented in this paper intended to characterize the intersection between these two roles and activities, as represented in a case study. Methodological procedures involved observation, recording and mapping of 20 broadcasts. The discussion is supported by the notion of mediation, as proposed by the Latin American Communication School, performance theories and previous literature on the two activities, most of which focuses on one or the other. Results confirmed the need for different competences and the influence of different mediations in the two types of activity. In the case study, the contrast between the pro-player and the streamer personas granted authenticity to the latter, but the streamer persona was at service of the professional persona, not the other way around.