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Massively Multiplayer Online Role Playing Games for Health Communication in Brazil

Massively Multiplayer Online Role Playing Games for Health Communication in Brazil
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Author(s): Marcelo Simão de Vasconcellos (Oswaldo Cruz Foundation, Brazil)and Inesita Soares de Araújo (Oswaldo Cruz Foundation, Brazil)
Copyright: 2013
Pages: 19
Source title: Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare
Source Author(s)/Editor(s): Klaus Bredl (Department of Media and Educational Technology at Augsburg University, Germany)and Wolfgang Bösche (University of Education Karlsruhe, Germany)
DOI: 10.4018/978-1-4666-3673-6.ch018

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Abstract

Video games’ potential for gathering interest from children and adults originated many serious games to communicate, inform, teach, and train. MMORPGs may have even more potential, since they create a shared communication space where players can interact with each other. In Brazil, public Health Communication is a major area of concern, since there is a large population who needs information about health. Much of the communication initiatives come from dated models and are too normative, unable to attend population adequately. This chapter presents first reflections about the main advantages of applying MMORPGs for public Health Communication, using Mediations Theory as a starting point to look into these games’ characteristics. This perspective reveals that, in addition to engagement created by their interactive nature, MMORPGs’ social characteristics are particularly useful for building Brazilian Health Communication current aspirations: creating instances for hearing population, granting them active voice and enhancing their participation in developing public health policies.

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