Video games as critical ludofictional worlds: the case of the Spanish political crisis in mobile digital entertainment (2008-2015)
The objective of this research is to analyze the critical-discursive capacity of the contemporary persuasive videogame. We have analyzed the ten most popular mobile titles whose central theme is the crisis in Spain from 2008 to 2015, using a methodology based on the theory of possible worlds and pro...
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| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2021 |
| País: | México |
| Institución: | UNIVERSIDAD DE GUADALAJARA |
| Repositorio: | Comunicación y Sociedad |
| Idioma: | español inglés |
| OAI Identifier: | oai:comunicacionysociedad.cucsh.udg.mx:article/7358 |
| Acceso en línea: | https://www.comunicacionysociedad.cucsh.udg.mx/index.php/comsoc/article/view/e7365 |
| Access Level: | acceso abierto |
| Palabra clave: | Videogames Crisis Persuasion Possible worlds Ludofictional worlds Videojuegos Persuasión Mundos posibles Mundos ludoficcionales |
| Sumario: | The objective of this research is to analyze the critical-discursive capacity of the contemporary persuasive videogame. We have analyzed the ten most popular mobile titles whose central theme is the crisis in Spain from 2008 to 2015, using a methodology based on the theory of possible worlds and procedural rhetoric. The results show how parody is used as the main playful catalyst in the treatment of facts denounced at a social level which are, in turn, the elements that make up the mechanics and dynamics of the game experience. |
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