Carla Ganito
Biographic Data
| ID | 6727768 |
|---|---|
| NAME | Carla Ganito |
| GIVEN NAMES | Carla |
| FAMILY NAME | Ganito |
| SIGNATURE | GANITO C |
| AFFILIATIONS | Universidade Católica Portuguesa |
| ORCID | 0000-0002-3321-2320 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 5 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2012 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Digital Necromancy and the Fictional Imaginary
Using speculative fiction as a cultural probe, this essay critiques “deathbots” as extensions of late neoliberal capitalism. By examining Black Mirror , Upload , and The Final Cut , I make the case that these stories demonstrate a colonization of grief where the dead become extractable data for profit and the bereaved become dependent users. The essay draws on Homi Bhabha’s concept of mimicry and Sherry Turkle’s “ELIZA effect” to show how artific…
Visibility Without Agency
Digital games, which have billions of players worldwide, are among the most popular cultural activities of the twenty-first century, impacting how people perceive the past and create their identities. They frequently integrate historical elements as cultural environments, but they frequently contribute to the consolidation of westernized worldviews. Focusing on Assassin’s Creed III, Origins, and Liberation, this article looks into how racial mino…
Digital Games as Safe Places
Digital games have become a popular cultural pastime and a profitable media industry, with an average player age of 32. During the lockdown years, the many facets of digital games came to light, particularly their capacity to encourage the development of safe spaces for interaction and communities. Games that encourage creativity and content creation, like Second Life, Animal Crossing, and Minecraft, for example, give users a variety of safe spac…
Representation of Borders as Historic Liminal Spaces in Digital Games
Digital games are one of the most engaging forms of media. Players can have a first-hand experience and the possibility of feeling immersed within a digital setting where agency is exerted. This paper seeks to understand the role of digital games as new means of communication and their potential to convey messages that may defy gamers to question the moral grand narratives that shape contemporary societies. In a moment when many countries have op…
Moving Time and Juggling Spheres
We define ourselves as human beings within a certain time and space context. These dimensions are now being transformed as our experience is mediated by mobile technologies. But how is this transformation occurring in women’s lives? Are women allowed a more comprehensive management of their time? This research, focusing on time, is theoretically grounded in the more recent feminist debates, identifying cultural representation and discourse as imp…
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Moving Time and Juggling Spheres
We define ourselves as human beings within a certain time and space context. These dimensions are now being transformed as our experience is mediated by mobile technologies. But how is this transformation occurring in women’s lives? Are women allowed a more comprehensive management of their time? This research, focusing on time, is theoretically grounded in the more recent feminist debates, identifying cultural representation and discourse as imp…
Representation of Borders as Historic Liminal Spaces in Digital Games
Digital games are one of the most engaging forms of media. Players can have a first-hand experience and the possibility of feeling immersed within a digital setting where agency is exerted. This paper seeks to understand the role of digital games as new means of communication and their potential to convey messages that may defy gamers to question the moral grand narratives that shape contemporary societies. In a moment when many countries have op…
Digital Games as Safe Places
Digital games have become a popular cultural pastime and a profitable media industry, with an average player age of 32. During the lockdown years, the many facets of digital games came to light, particularly their capacity to encourage the development of safe spaces for interaction and communities. Games that encourage creativity and content creation, like Second Life, Animal Crossing, and Minecraft, for example, give users a variety of safe spac…
Digital Necromancy and the Fictional Imaginary
Using speculative fiction as a cultural probe, this essay critiques “deathbots” as extensions of late neoliberal capitalism. By examining Black Mirror , Upload , and The Final Cut , I make the case that these stories demonstrate a colonization of grief where the dead become extractable data for profit and the bereaved become dependent users. The essay draws on Homi Bhabha’s concept of mimicry and Sherry Turkle’s “ELIZA effect” to show how artific…
Visibility Without Agency
Digital games, which have billions of players worldwide, are among the most popular cultural activities of the twenty-first century, impacting how people perceive the past and create their identities. They frequently integrate historical elements as cultural environments, but they frequently contribute to the consolidation of westernized worldviews. Focusing on Assassin’s Creed III, Origins, and Liberation, this article looks into how racial mino…
Computer Science (3 works) · Digital Games and Media (3 works) · Political science (2 works) · Aesthetics (1 work) · Art (1 work) · Artificial Intelligence in Games (1 work) · Bereavement (1 work) · Black Mirror (1 work) · Cinema and Media Studies (1 work) · Cognitive reframing (1 work)