Abstract
Video games are a complex form of culture, creative entertainment and representative art, which surpasses, in technology and relevance, other forms of audiovisual expression. Since the conception of the first games, through computer technology and military knowledge, games have become an entertainment, translated and molded as interactive graphic images. The initial aim, which was to create a kind of distraction, outgrew itself and made possible to simulate and provide users with the psychological sense of control and power over fear, decisions and over the imminent danger of new challenges (real or imagined), all at same time. From the pioneer arcade to the modern consoles and multiple platforms seen today, the games evolved to meet users’ expectations in search of simulation, interaction and immersion experiences. In this trajectory, developers, programmers and designers applied all the technological advances possible in attempt to achieve complete man-machine interaction. This article seeks to identify if the games in the current stage, loaded with hyper-realism, in relation with their ‘cartoonized’ counterpart, aimed at a new generation of users eager for disruptive technologies and for interactions that assure the sensation of influence and control over fear.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Halter, E.: Sun Tzu ao Xbox: War and Video Games. Thunder’s Mouth Press, New York (2006)
Amoroso, D.: Tecmundo - Cultura Geek: A História dos Videogames do Osciloscópio aos gráficos [Vídeo] (2009). https://www.tecmundo.com.br/xbox-360/3236-a-historia-dos-video-games-do-osciloscopio-aos-graficos-3d.htm
Jordão, F.: Tecmundo - Cultura Geek, A evolução dos gráficos dos jogos [Vídeo] (2011). https://www.tecmundo.com.br/video-game-e-jogos/14987-a-evolucao-dos-graficos-de-jogos-video-.htm
Wolf, M.: Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, vol. 2. Ed. by Mark, J.P. Wolf. Santa Barbara, CA, Greenwood (2012)
Souza, C.A.P.: Imersão e presença nos jogos FPS: uma aproximação qualitativa. Tese de Doutorado. Pontifícia Universidade Católica de São Paulo – PUC/SP (2012)
Lenoir, T., Lowood, H.: Stanford.edu. History of computer game design (2015)
Kennedy, J.: The Evolution of Video Game Graphics from the 1950s to today [Video] (2016). https://www.siliconrepublic.com/play/video-game-graphics-evolution
Slater, M., Khana, P., Mortensen, J., Yu, I.: Visual realism enhances realistic response in an immersive environment. IEEE Trans. Visual Comput. Graph. 20(4), 606–615 (2009)
Rodrigues, A.: As complexas narrativas da nova geração de jogos eletrônicos. Caderno Ilustríssima - Folha de São Paulo (2015). http://www1.folha.uol.com.br/ilustríssima/2015/02/1586204-as-complexas-narrativas-da-nova-geracao-de-jogos-eletronicos.shtml
Barcellos, E.E.I., Botura Jr., G.: The interactive holography as metaphor and innovation in optical representation in design. Procedia Manuf. 3, 754–761 (2015)
Krcmar, M.: PHYS.org. Games and Realism, Wake Forest News. Wake Forest University, 22 December 2010 (2010). http://news.wfu.edu/2010/12/22/video-games-and-realism/
Jaguaribe, B.: O choque do real: estética, mídia e cultura. Rocco, São Paulo (2007)
Acknowledgments
The authors thank the Foundation for the Support of the Research of the State of São Paulo – FAPESP, through Process Nº 11169-4 FAPESP, for the support provided to carry out this research.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer International Publishing AG, part of Springer Nature
About this paper
Cite this paper
Barcellos, E.E.I., Botura, G., Barcellos, E.I., Nakata, M.K., Barcellos, L.I. (2019). Disruptive Games: Power and Control or Fantasy and Entertainment. In: Ahram, T. (eds) Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2018. Advances in Intelligent Systems and Computing, vol 795. Springer, Cham. https://doi.org/10.1007/978-3-319-94619-1_35
Download citation
DOI: https://doi.org/10.1007/978-3-319-94619-1_35
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-94618-4
Online ISBN: 978-3-319-94619-1
eBook Packages: EngineeringEngineering (R0)