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Protestas interactivas: El videojuego como medio de reivindicacion politica y social

Protestas interactivas: El videojuego como medio de reivindicacion politica y social

          
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About the Book

Chalecos Amarillos franceses manifestandose en Grand Theft Auto V, manifestaciones a favor de Hong Kong en Animal Crossing: New Horizons, revueltas sociales como escenario de fondo en juegos como Watch Dogs: Legion, extremistas creando comunidades en espacios virtuales como Minecraft o Fortnite... El videojuego, como producto cultural que es, no puede evitar dialogar con su tiempo, y en nuestro tiempo la protesta es un mecanismo social recurrente. Aunque con frecuencia se entienda al medio como una fuente de escapismo, la realidad es que nunca dejamos atras del todo nuestro mundo al entrar en uno virtual. Jugamos, nos manifestamos y a veces ambas cosas confluyen. El derecho a protesta (pacifica) se incluye explicitamente en textos como la Declaracion Universal de Derechos Humanos o la Convencion Europea de Derechos Humanos, y pretende garantizar que los individuos se reunan para, de manera colectiva, expresarse, denunciar aquello con lo que no estan de acuerdo, pedir cambios o promover intereses comunes. Como ideal, es una herramienta que permite a las sociedades abiertas adaptarse, acomodar la diferencia y gestionar tensiones internas, ademas de reflejar una cierta vision del espacio publico. Pero ¿que pasa cuando ese espacio no es fisico, sino virtual? ¿Cuando los jugadores se reunen en entornos que son propiedad de empresas privadas? ¿O cuando unos desarrolladores crean un espacio virtual propio para manifestar sus posiciones? ¿O cuando la protesta se usa como decorado de ficciones interactivas populares? En resumen, ¿como son la protesta en videojuegos y los videojuegos sobre la protesta? Este libro cubre todos estos fenomenos y analiza los mecanismos de la representacion de la protesta en videojuegos, de los videojuegos creados para protestar y de los juegos online como lugares de encuentro y propuesta, al margen de la voluntad de sus creadores. Ademas de una sistematizacion teorica de los diferentes tipos y usos politicos del medio, a partir de conceptos como el “contrajuego”, se exploran aqui casos internacionales como las protestas alrededor de Hong Kong, el Tibet y la Primavera Arabe, a partir de juegos como 1979 Revolution: Black Friday, Unmanned, Riot: Civil Unrest, Stop desahucios o Attentat 1942. Con este volumen, el lector podra conocer algunos resortes expresivos del videojuego, su imbricacion en las ideas de las sociedades que le dan origen y su potencial para articular grupos y discursos. Lejos de un entretenimiento apolitico, el videojuego se revela aqui como espejo y altavoz de tensiones sociales, pero tambien de busqueda de soluciones.


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Product Details
  • ISBN-13: 9788412352313
  • Publisher: Asociación Shangrila Textos Aparte
  • Binding: Paperback
  • Height: 230 mm
  • Volume: 2
  • Width: 320 mm
  • ISBN-10: 8412352319
  • Publisher Date: 4/20/2021
  • Edition: 1
  • Language: Spanish
  • Weight: 10 gr

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