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...

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Detalles Bibliográficos
Autores: Lopes Albuquerque Bastos, Lucas, Farbiarz, Alexandre
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
Descripción
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.