Representations of education in the digital game Pokémon Scarlet
Contemporary subjects are increasingly influenced by the media in their negotiation of meanings about social reality, a context in which digital games are inserted. Among the cultural and political spheres about which games establish rhetoric is education. The research problem is how education is re...
| Autores: | , |
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| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2023 |
| País: | Brasil |
| Institución: | Universidade Federal Fluminense (UFF) |
| Repositorio: | Contracampo |
| Idioma: | portugués |
| OAI Identifier: | oai:ojs.pkp.sfu.ca:article/57830 |
| Acceso en línea: | https://periodicos.uff.br/contracampo/article/view/57830 |
| Access Level: | acceso abierto |
| Palabra clave: | Education Media Critical Literacy Digital Games Pokémon Educación Midia Alfabetización Crítica Juegos Digitales Educação Mídia Letramento Crítico Jogos Digitais |
| Sumario: | Contemporary subjects are increasingly influenced by the media in their negotiation of meanings about social reality, a context in which digital games are inserted. Among the cultural and political spheres about which games establish rhetoric is education. The research problem is how education is represented, as a cultural and political value, in the game Pokémon Scarlet. The objective is to analyze dialogues between these representations and critical media literacy perspectives. As a methodology, we combine the Values in Digital Games approach, by Mary Flanagan and Helen Nissenbaum, and Clara Fernández-Vara's game analysis schemes. We conclude that the object represents education through processes and signs aligned with traditional pedagogical approaches, disassociating it from critical thinking and liberating action. |
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