Communication and entertainment in cyberculture: rethinking the relations between the ludic, cognition and technology

Authors

  • Fátima Cristina Regis Martins de Oliveira
  • Letícia Perani Soares

DOI:

https://doi.org/10.30962/ec.482

Keywords:

tecnologias de informação e comunicação, cibecultura, entretenimento, cognição

Abstract

Information and Communications Technologies (ICTs) have revolutionized contemporary media and entertainment systems. This change enhances socio-cultural practices – participation, socialization and language learning – that require users to refine their cognitive abilities. This paper aims to show how cyberculture, while highlighting the cognitive activities that exist in the practices of communications and contemporary entertainment, gives rise to a dual repositioning: the concepts of games/entertainment and technology/media are both associated with cognition. We will base our assumptions on the change in the concept of cognition that took place during the twentieth century to rethink the links between technology, the ludic and cognition in cyberculture. Among the preliminary results, we observe that entertainment has ceased to be childish, unpretentious and escapist, and is approaching the ludic category, while technology has ceased to be a mere tool, instead becoming an agent in cognitive processes.

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Published

23-02-2011

How to Cite

Oliveira, F. C. R. M. de, & Soares, L. P. (2011). Communication and entertainment in cyberculture: rethinking the relations between the ludic, cognition and technology. E-Compós, 13(2). https://doi.org/10.30962/ec.482

Issue

Section

Special Issue