As a developing art form, and a communication and entertainment medium, video games have come a long way from the pastime of a specific and centralized niche of people — geeks and nerds — to an industry with social and cultural capital that already outstrips the earnings of both cinema and music industries combined. The impact of games ranges from digital games marketed by large conglomerates, small and medium-sized companies; to the use of native game resources for application in different contexts, gamification (Rego, 2015)
CITATION STYLE
dos Santos, R. C. (2022). ENSSLIN, A.; BALTEIRO, I. (EDS.). Approaches to Videogame Discourse: Lexis, Interaction, Textuality. New York: Bloomsbury, 2019. 320 p. Bakhtiniana, 17(3), 199–205. https://doi.org/10.1590/2176-4573e56675
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