Leandro Lima

Leandro Lima

Participant in 2016
Work history 1) GTA at King's College London. January 2016 – current
Seminar leader of the “Digital Politics” module, part of the “Digital Cultures” BA. The seminars take place twice a week, for ten weeks. Also responsible for essay marking.
2) Federal University of Minas Gerais (UFMG). March 2012 – March 2014
Research Assistant – Masters student
Teaching Internship I: teaching assistant of the module “Solidarity Communication Agency” on the Communication Studies undergraduate course.
Teaching Internship II: lecturer of the module “Online Communication and Mobilization” on the Communication Studies undergraduate course
3) Gris – Grupo de Pesquisa em Imagem e Sociabilidade (Research Group on Image and Sociability). 2009 up to date
Member of the research group since 2009, participating on discussions, seminars and events. For one year I have worked as an undergraduation research assistant with Prof. Dr. Maria Beatriz Almeida Sathler Bretas. The research aimed to understand online media activism. I have also worked with the group research involving media, events and protest, especially the 2014 World Cup.
4) Mobiliza – Grupo de Pesquisa em Comunicação, Mobilização Social e Opinião Pública (Research Group on Communication, Social Mobilization and Public Opinion). 2012 up to date
Member of the research group since 2012. We are currently organizing a book with the dissertations defended by the group members. There is also an ongoing project regarding public opinion and accountability related to the protests that happened on Brazil during the Confederations Cup on 2013.
5) Imaginosfera – Advertising Company. August 2011 – December 2011
Internship: Social Media Analyst
6) Ceale – April 2011 – June 2011
Journalism internship. Worked writing news and articles for an online portal and a print magazine about education and literacy.
6) Polo Jequitinhonha – June 2009 – February 2010
Prepared and taught alternative media courses – podcasts, blogs and social media – for teenagers on an underdeveloped region of my state named Vale do Jequitinhonha. The project aims to develop a strong sense of community and empowerment through the use of both new and old media.
Study history 1) King's College London: PhD Candidate at the Department of Communication, Media and Creative Industries. (2014-2017)
The research investigates videogames as a medium capable of becoming an argument for everyday political conversation. Using the game Mass Effect as a case study, the research intends to understand how them game recirculates and reverberates its values within its public as a gaming experience.
2) Federal University of Minas Gerais (UFMG): MA on Communication Studies. (2012-2014)
Dissertation title: Produce, consume, collaborate: unique experiences on the practice of crowdfunding. Supervisor: Prof. Dr. Marcio Simeone Henriques
The research investigates the mobilization of funders for crowdfunding projects in Brazil. It articulates concepts of public, crowd, experience, mobilization and cyberculture in order to understand the practice and how it works under a cooperative-communicative logic.
Modules completed:
Communication Theories – Grade: A
Communication Research Methods – Grade: A
Communication and Public Space – Grade: A
Research Project Seminar – Grade: A
The informational nature of space – Grade: A
3) Federal University of Minas Gerais (UFMG): Bachelor on Communication Studies – Journalism (2007-2011)
Final Requirement Work: From Ceará to Canada, Izzy Nobre: visibility, performance and charisma as elements of anonimty rupture on the Internet. Supervisor: Prof. Dra. Vera Regina Veiga França
As a requisite to get the bachelor’s degree I have developed a research regarding how ordinary people could become webcelebrities and form a public of its own. Using conversation and content analysis as method the study observed how a Brazilian-canadian blogger, Izzy Nobre, interacted with his fans and established a strong relation with them, capable of transforming him from an ordinary person into a recognized celebrity within the Brazilian internet.
4)University of Copenhagen (Kopenhagens Universitet – KU) – Department of Film and Media studies
I have studied at KU for one semester as an exchange student during my undergraduation. The following courses have been completed there:
Danish Cinema
Contemporary European Cinema
Publications Henriques, M.S, Lima, Leandro A.B, 2014. The public make the spectacle: protagonists on crowdfunding practices over the internet. Revista Conexão: Comunicação e Cultura. (Conexão Journal: Communication and Culture). v.13, p. 55-75.
Lima, Leandro A.B, Silva, Daniel. R, 2014. The influence of public opinion on the Veronica Mars crowdfunding campaign: a controversial appropriation. Revista Eptic (Eptic Journal). v.16, p. 123-138.

Phd Projects

2016

Gaming Politics: gender and sexuality on Earth and beyond

In this research, the characters, plots and images of the Bioware videogame trilogy Mass Effect will help enlighten core questions regarding the relationship between videogames and everyday political conversation. Focusing on gender and sexuality issues, without leaving aside an intersectional perspective that takes into account matters of ethnicity, age and class, among others, the hypothesis of this research is that videogames are tokens for everyday political conversation within society. This hypothesis builds on William Gamson's work in “Talking Politics” (1992) where he argues that media, personal experience and popular wisdom are the three key sources of argument to political conversation.
This research inserts itself within the broader scope of game studies, focusing on the contributions by key authors from ludology and narratology thought, as well as the remarks of symbolic interactionism regarding play and game as interactional and communicative practices. Drawing on seminal texts from symbolic interactionism I approach videogames as a complex relational medium. Based on French sociologist Quéré, whom is inspired by the works of pragamtism and symbolic interactionism, I utilize his praxeologic approach to question the predominance of media effects and the informational model in videogames research. In order to better assess the relationship between subjects and media from a praxelogical stance, I utilize the writings of Brazilian researcher Vera França on the applications and contributions of symbolic interactionism, pragmatism and the praxeological approach to communication and media studies. Her approach deals with the “subjects in/of communication” and how we engage in a mutually affective relationship with language, the other, and the symbolic. My theoretical framework also relies on key concepts of political science and its interface with media studies. I argue that videogames can influence everyday political conversations on the public sphere and shape public opinion regarding matters of identity politics.
The methodological approach relies on data collection via interviews, online material, extensive gameplay and reading of Mass Effect transmedia material, comprised of books, comics and user-generated content. The mixed methods analytical framework relies on the narrative method as outlined by Somers (1994) in order to assess videogame influence on political conversation, and the understanding of videogames as a configurative medium (Moulthrop 2004; Eskelinen & Tronstad 2003; Harvey 2015). This approach allows the research to account for several instances of subject's interaction with gaming and the overall network of relations that encompasses and influences the gameplay moment and videogames’ culture.

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