“Emergent countries play, too!”

The Zeebo console as a (partial) decolonial project

Autores

Palavras-chave:

zeebo, history of videogames, Global South, platform, piracy

Resumo

The present paper discusses questions related to the histories of videogames, more specifically in how we approach videogames in Global South. By using Zeebo, a Brazilian console produced in the late 2000s as an epistemic tool, I discuss the limitations of universalist, mainstream-centric epistemological models for exploring videogames as cultural phenomena. By investigating Zeebo’s discourses about piracy and players in the Global South, I argue that this platform can be seen as a partial decolonial project, destabilising conventional historical narratives about South-North relationships in videogames, but refraining from challenging a mainstream, Global North oriented epistemology. This exploratory work, therefore, elaborates on how a decolonial project of history of videogames, one that is more epistemically just to Global South, could be sought.

Downloads

Não há dados estatísticos.

Referências

Author (2021).

Alves, L. R. G. (2015). Brazil. In M. J. P. Wolf (Ed.), Video Games Around the World (pp. 87–104). Cambridge, MA: MIT Press.

Amaro, M., & Fragoso, S. (2020). East meets South: The creative appropriation of Nintendo and Sega videogames in Brazil. Proceedings of DiGRA 2020, 1–4. Tampere.

Anable, A. (2018). Playing with Feelings: Video Games and Affect. Minneapolis: University of Minnesota Press.

Apperley, T. (2010). Gaming Rhythms: Play and Counterplay from the Situated to the Global. Amsterdam: Institute of Network Cultures.

Apperley, T., & Parikka, J. (2018). Platform Studies’ Epistemic Threshold. Games and Culture, 13(4), 349–369. https://doi.org/10.1177/1555412015616509

Arsenault, D. (2017). Super Power, Spoony Bards, and Silverware The Super Nintendo Entertainment System. Cambridge: MIT Press.

Aslinger, B. (2010). Video Games for the ‘Next Billion’: The Launch of the Zeebo Console. The Velvet Light Trap, (66), 15–25. https://doi.org/10.5555/vlt.2010.66.15

Azevedo, T. (2008, November 12). Zeebo, console da Tectoy, quer competir com o PS2. Retrieved 21 May 2021, from UOL Jogos website: https://web.archive.org/web/20120229134052/http://jogos.uol.com.br/ultnot/multi/2008/11/12/ult530u6448.jhtm

Barrinha, A., Simão, L., Nasser, R., & Cravo, T. (2014). The discursive articulation of the concept of the ‘rising power’: Perceptions, stances and interests in Brazil, Russia and Turkey. Oslo: NOREF. Retrieved from NOREF website: https://researchportal.bath.ac.uk/en/publications/the-discursive-articulation-of-the-concept-of-the-rising-power-pe

Bezio, K. M. (2018). Ctrl-Alt-Del: GamerGate as a precursor to the rise of the alt-right. Leadership, 14(5), 556–566. https://doi.org/10.1177/1742715018793744

Biancarelli, A. M. (2014). A Era Lula e sua questão econômica principal: Crescimento, mercado interno e distribuição de renda. Revista do Instituto de Estudos Brasileiros, (58), 263–288. https://doi.org/10.11606/issn.2316-901X.v0i58p263-288

Canclini, N. G. (2001). Consumers and citizens: Globalization and multicultural conflicts. Minneapolis: University of Minnesota Press.

Consalvo, M., & Paul, C. A. (2019). Real games: What’s legitimate and what’s not in contemporary videogames. Cambridge, MA: MIT Press.

Dyer-Witheford, N., & de Peuter, G. (2009). Games of Empire. Minneapolis: University of Minnesota Press.

Dyer-Witheford, N., & de Peuter, G. (2021). Postscript: Gaming While Empire Burns. Games and Culture, 16(3), 371–380. https://doi.org/10.1177/1555412020954998

Ferreira, E. (2017). A guerra dos clones: Transgressão e criatividade na aurora dos videogames no Brasil. Sessões do Imaginário, 22(38), 72–84. https://doi.org/10.15448/1980-3710.2017.2.29806

Grimes, S. M., & Feenberg, A. (2013). Critical Theory of Technology. In S. Price, C. Jewitt, & B. Brown, The SAGE Handbook of Digital Technology Research. London: SAGE.

Hammar, E. L., de Wildt, L., Mukherjee, S., & Pelletier, C. (2021). Politics of Production: Videogames 10 years after Games of Empire. Games and Culture, 16(3), 287–293. https://doi.org/10.1177/1555412020954996

Holm, P. (2014). Piracy on the simulated seas: The computer games industry’s non-legal approaches to fighting illegal downloads of games. Information & Communications Technology Law, 23(1), 61–76. https://doi.org/10.1080/13600834.2014.899770

Kline, S., Dyer-Witheford, N., & de Peuter, G. (2003). Digital Play: The Interaction of Technology, Culture, and Marketing. London: McGill-Queen’s University Press.

Lobato, R., & Thomas, J. (2015). The informal media economy. Cambridge: Polity Press.

Martins, L. (2011, May 27). Zeebo dá zebra e deve zarpar da mundo. Retrieved 28 May 2021, from Gizmodo Brasil website: https://gizmodo.uol.com.br/zeebo-da-zebra-e-deve-zarpar-da-mundo/

Medina, E., Marques, I. da C., & Holmes, C. (2014). Introduction: Beyond Imported Magic. In E. Medina, I. da C. Marques, & C. Holmes (Eds.), Beyond Imported Magic: Essays on Science, Technology, and Society in Latin America (pp. 1–24). Cambridge, MA: The MIT Press.

Messias, J., Amaral, D., & Oliveira, T. (2019). Playing beyond precariousness: The political dimension of Brazilian modding in Pro Evolution Soccer. In P. Penix-Tadsen (Ed.), Video Games and the Global South (pp. 75–86). Pittsburgh, PA: ETC Press.

Messias, J. C. (2015). Notas sobre a pirataria de games no Brasil: Inclusão (digital) dos pobres e resistência. Intexto, (33), 154–173. https://doi.org/10.19132/1807-8583201533.154-173

Mignolo, W. D. (2009). Epistemic Disobedience, Independent Thought and Decolonial Freedom. Theory, Culture & Society, 26(7–8), 159–181. https://doi.org/10.1177/0263276409349275

Montfort, N., & Bogost, I. (2009). Racing the beam: The Atari video computer system. Cambridge, Mass. A: MIT Press.

Newman, J. (2017). Play, Things and Playthings: Approaches to Videogame Preservation. Proceedings of the 6th and 7th Conference. Presented at the Clash of Realities 2015/16: On the Art, Technology and Theory of Digital Games., Bielefeld.

Nicoll, B. (2019). Minor Platforms in Videogame History. Amsterdam: Amsterdam University Press.

Nieborg, D. B. (2021). Apps of Empire: Global Capitalism and the App Economy. Games and Culture, 16(3), 305–316. https://doi.org/10.1177/1555412020937826

O’Donnell, C. (2016). Platforms in the cloud: On the ephemerality of platforms. Digital Culture & Education, 8(2), 185–190.

Pase, A. F. (2013). Pirataria no Brasil, dos produtos baratos às práticas culturais. Proceedings of SBGames 2013, 50–57. São Paulo.

Paul, C. A. (2018). The Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst. Minneapolis: University of Minnesota Press.

Penix-Tadsen, P. (2016). Cultural code: Video games and Latin America. London: MIT Press.

Švelch, J. (2021). Promises of the Periphery: Producing Games in the Communist and Transformation-Era Czechoslovakia. In O. Sotamaa & J. Švelch (Eds.), Game Production Studies (pp. 237–256). Amsterdam: Amsterdam University Press.

The Enemy. (2020). A História do Zeebo: Os Erros do Console 100% Brasileiro. Omelete. Retrieved from https://www.youtube.com/watch?v=WI66h9qIyDY&list=LL&index=3

Therrien, C., & Picard, M. (2016). Enter the bit wars: A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launch. New Media & Society, 18(10). https://doi.org/10.1177/1461444815584333

Wolf, M. J. P. (Ed.). (2015). Video Games Around the World. Cambridge, MA: MIT Press.

Downloads

Publicado

2021-09-01