Between popular culture and mass industry

Video game and cultural appropriation

Authors

  • Julia Stateri

DOI:

https://doi.org/10.29147/2526-1789.DAT.2017v2i1p29-42

Keywords:

Videogames, Culture, art, Mass Industry, Popular

Abstract

This article discusses a theme originally addressed in the author’s doctoral
thesis, “The videogame and the possible complexities: Processes of creation, emergence and fruition”, more specifically, dealing with the chapter that relates pertinent questions to the field of art. In this, the reflection on the positioning of different productions of the games industry is deepened, in which the creator’s role presents itself with more or less creative autonomy.

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References

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TRICLOT, Mathieu. Super Mario chega ao museu. In: Le Monde Diplomatique Brasil. Jan. 2014.

WILLIAMS, Raymond. Television: Technology and Cultural Form. London: Routledge, 1990.

Published

2017-10-14

How to Cite

Stateri, J. (2017). Between popular culture and mass industry: Video game and cultural appropriation. DAT Journal, 2(1), 30–43. https://doi.org/10.29147/2526-1789.DAT.2017v2i1p29-42