The paper here presented stems from the experiences had at Laboratório de Poéticas Fronteiriças, LabFront, a research, development and innovation group that aims to problematize at the borders of the fields of science, art, and technology. One of the most relevant aspects of social construction currently is the way in which new, state-of-the-art technology is being applied to visual, artistic creations, and how they help us shape and understand the reality we live in. Specifically in the third decade of the 21st century, the applied potential of digital games, or gamified applications are, virtually, present in most aspects of our day-to-day lives. In this paper we propose to better analyse how such creations, which we understand as a facet of digital arts, are relevant to the ever developing world. Having a special interest towards the use and application of new technology and how it affects the strength of such visual, poetic constructions this paper aims to analyse how and in which ways new volumetry technologies are (or can be) used in digital game as a way to strengthen and expand the possibilities that such creations can achieve and, consequently, its social impact and reverberation.
Gobira et al. (Fri,) studied this question.