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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Detalles Bibliográficos
Autor: Planells de la Maza, Antonio José
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
Descripción
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.