Notes on game piracy in Brazil: (digital) inclusion of the poor and resistance
inclusão (digital) dos pobres e resistência
DOI:
https://doi.org/10.19132/1807-8583201533.154-173Keywords:
Entertainment. Piracy. Resistance. Games.Abstract
The objective of this study is not to advocate on behalf of piracy in an ethical point of view. Although we recognize the relevance of this debate, our analysis will focus on the cognitive bias and the production of subjectivity linked to the pirate practices in Gamer Culture. We argue that the subjectivities involved in commercial game’s piracy put in motion sociability networks, self-taught and tutorship processes, manipulation of complex technical devices, in addition to the stimulus to creative and free production. This report of an ongoing investigation studies virtual communities inside the social network Orkut and its Brazukas group.Downloads
References
AARSETH, Espen. Cybertext: perspectives on ergodic literature. Baltimore: John Hopkins University, 1997.
ARISTÓTELES. A política. São Paulo: Hemus, 2005.
CASTELLS, Manuel. A galáxia da internet: reflexões sobre a internet, os negócios e a sociedade. Rio de Janeiro: Zahar, 2003.
DELEUZE, Gilles. Foucault. São Paulo: Brasiliense, 2005.
DELEUZE, Gilles. Conversações. São Paulo: Editora 34, 2008.
FOUCAULT, Michel. História da sexualidade I: a vontade de saber. 13. ed. Rio de Janeiro: Edições Graal, 1999.
HENNION, Antoine. Music lovers. taste as performance. Theory, Culture & Society, London, v.18, n. 5, p. 1-22, 2001.
JENKINS, Henry. Convergence culture. New York: New York University, 2006.
JOHNSON, Steven. Tudo que é ruim é bom para você: como os games e a TV nos tornam mais inteligentes. Rio de Janeiro: Zahar, 2012.
KEEN, Andrew. The cult of the amateur: how today’s internet is killing our culture. New York: Doubleday, 2007.
KRAUSKOPF, Ana Elena Domb. “Fire, lights, everything!”: exploring symbolic capital in the tecnobrega dance scene. 2009. Dissertação (Mestrado comparative media studies) - Program in Comparative Media Studies do Massachusetts Institute of Technology, San Jose, 2009. Disponível em: <http://cmsw.mit.edu/symbolic-capital-tecnobrega-dance-scene/>. Acesso em: 14 jul. 2015.
LEMOS, Ronaldo, CASTRO, Oona. Tecnobrega: o Pará reinventando o negócio da música. Rio de Janeiro: Aeroplano, 2008.
MOULTHROP, Stuart. From work to play: molecular culture in the time of deadly games. In: WARDRIP-FRUIN, Noah; HARRIGAN, Pat (Org.). First person: new media as story, performance and game. Cambridge: MIT Press, 2004. p.56-70.
NEGRI, Antonio; HARDT, Michael. Commonwealth. Cambridge: Harvard University, 2009.
NEGRI, Antonio; HARDT, Michael. Império. 9. ed. Rio de Janeiro: Record, 2010.
NEGRI, Antonio; HARDT, Michael. Multidão. Rio de Janeiro: Record, 2005.
REGIS, Fátima. Da cultura de massa à cultura ciber: a complexificação da mídia e do entretenimento popular. Revista Interin, Curitiba, v. 7, n. 1, 2009.
REGIS, Fátima. Tecnologias de comunicação, entretenimento e competências cognitivas na cibercultura. Revista Famecos, Porto Alegre, v. 1, n. 37, p. 32-37, 2008.
REGIS, Fátima et al. Tecnologias de comunicação, entretenimento e cognição na cibercultura: uma análise comparativa dos seriados O Incrível Hulk e Heroes. Revista Logos Eletrônica, João Pessoa, v. 17, p. 30-41, 2009.
STEINKUEHLER, Constance; JOHNSON, Barbara Z. Computacional literacy in online games: the social life of mods. International Journal of Gaming and Computer-Mediated Simulations, v 1, n. 1, p. 56-65, jan./mar., 2009.
ZIMMERMAN, Eric. Gaming literacy: game design as a model for literacy in the twenty-first century. In: PERRON, Bernard; WOLF, Mark J. P. The video game theory reader 2. New York: Routledge, 2009.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2015 José Carlos Messias

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
The copyright of works published in this journal belong to the authors, and the right of first publication is conceded to the journal. Due to the journal being of open access, the articles are of free use in research, educational and non-commercial activities.
Therefore, the journal uses the License Creative Commons Attribution (CC BY-NC 4.0), which allows sharing of work with acknowledgment of authorship.
Self-archiving (repository policy): authors are allowed to deposit all versions of their work in institutional or thematic repositories without embargo. It is requested, whenever possible, that the full bibliographic reference of the version published in Intexto (including the DOI link) be added to the archived text.
Intexto does not charge any article processing fees (article processing charge).





