Vol. 12 No. 2 (2025): Simbiótica
In this edition, in addition to the free-theme articles, we present the dossier Electronic Games, Culture, and Society, organized by Everton Garcia da Costa (UFRGS, Brazil), Rafael Bisso-Machado (UFCSPA, Brazil), and Thatiana Aquino (University of Minho, Portugal). The relevance of this issue lies in the fact that electronic games today occupy a central position in contemporary culture, engaging billions of players worldwide and driving one of the largest entertainment industries. Beyond their ludic dimension, games are configured as complex social and cultural phenomena: they construct and deconstruct identities, create communities, produce memories, and establish new forms of technology-mediated interaction. In this context, the dossier brings together contributions that approach electronic games from different perspectives within the human and social sciences. The articles address topics such as the educational uses of games, their relation to scientific and cultural dissemination, representations of gender and race, the social dynamics of gamer communities, legal aspects of e-sports, as well as forms of memory, activism, and representations of the past in digital narratives.








