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Diversity of Journalisms. Proceedings of <strong>ECREA</strong>/CICOM Conference, Pamplona, 4-5 July 2011<br />

Mobile telephony has been a significant transformative impact on <strong>the</strong> consumption of<br />

leisure, in <strong>the</strong> management of individual identity and even in channeling social<br />

responses.<br />

In this context, it arises <strong>the</strong> newsgames, news-based games that make up a new way<br />

to transmit information in an area little explored by Journalism. This new format allows<br />

greater interactivity with <strong>the</strong> content, while reporting as well as entertain. Media<br />

companies and media groups have begun to identify in this format new business<br />

opportunities and start developing specific information products in <strong>the</strong>se constraints.<br />

From this relationship between newsgames and mobility, this study aims to find<br />

common elements to <strong>the</strong> concepts of Journalism and Mobile Newsgames, so as to<br />

allow a <strong>the</strong>oretical approach between <strong>the</strong>ir characteristics and practices. This approach<br />

will be taken from <strong>the</strong> literature review of various authors of <strong>the</strong> area and will focus<br />

primarily on three important aspects: <strong>the</strong> mobile infotainment, <strong>the</strong> culture of mobility as<br />

a criterion for newsworthiness and ludic-información as a new model of production and<br />

distribution of news on Internet.<br />

From <strong>the</strong> analysis of <strong>the</strong>se parameters, it will be proposed practices that bring <strong>the</strong>ir<br />

properties into a new product press: <strong>the</strong> newsgames adapted for <strong>the</strong> mobile<br />

environment.<br />

Newsgames as journalistic format<br />

According to Deda and Zagalo (2010), <strong>the</strong> newsgames are games based on journalistic<br />

facts that constitute a new way of transmitting an event embedded in <strong>the</strong> field of<br />

gaming. This tool intends to use playable platforms for journalism, more specifically, to<br />

show certain aspects of news reporting that should create awareness at <strong>the</strong> time of<br />

being known by readers. (Gutierrez, 2010)<br />

The expressive potential of this tool is to join a game to a narrative, giving <strong>the</strong> sense of<br />

creating a player, which connotes a strategy created to attract gamers to <strong>the</strong> world of<br />

journalism and streng<strong>the</strong>ning <strong>the</strong> link between video games and <strong>the</strong> media. The news<br />

is seen as <strong>the</strong> thread of <strong>the</strong> plot of <strong>the</strong> game and requires a more active stance of <strong>the</strong><br />

player-reader.<br />

According to Seabra (2009), <strong>the</strong> information in <strong>the</strong> narratives of <strong>the</strong> games is not<br />

always explicit and clear, like a newspaper headline, or a descriptive manner, but has a<br />

more appealing appearance, and that "<strong>the</strong> more involved person is with <strong>the</strong><br />

information, <strong>the</strong> easier it will be to remember it"(Seabra, 2009).<br />

Although <strong>the</strong> concept of Newsgames has appeared recently, this adaptation of <strong>the</strong><br />

availability of information content in a rich sensory way was originated almost a century<br />

ago, when <strong>the</strong> researcher Jon Burton said "<strong>the</strong> medias have a long tradition of offering<br />

its readers puzzles and games like crosswords that first appeared in <strong>the</strong> New York<br />

World Newspaper in 1913” (Burton, 2005, apud Lima Jr, 2008).<br />

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