This thesis, entitled “Videogames. Open works to immersive experiences, creative relations and communication experiments”, is a theoretical research on videogames. It comprehends a series of significant viewpoints on video-games, as to understand them as an open platform that offers the user or player different possibilities of playing and experiencing the game. It defends the videogame as the ultimate example of an open work due to their countless interactive possibilities, which are a constant appeal to an active participation of the player, who is invited, by his actions and decisions during the game, to (re)create and (re)interpret its content. This investigation is divided into four levels (chapters). The first is a research on the concept of “Open Work” by Umberto Eco, describing the relation between his concept and the videogames as well as the industry and the several types of players. The second approaches the different elements that build the expressive design of videogames, the different kinds of interactions, the interfaces, the virtual worlds, the characters and the stories and narratives in order to understand the complex process of the game design. The third deals with multiple art forms, such as architecture, cinema, music, theatre, photography and painting, and their connections with videogames. The idea is to analyze the influence of these art forms in the creation and further development of visual aspects of videogames. The fourth and last chapter gives an overview of the videogames in our cultural era as a starting point for a deeper reflection on literacy and various semiotics concepts. In doing so, this thesis promotes the need of a further study and education of videogames, which are yet to be fully explored in Portugal.