Muriel, D. y Crawford, G. (2023). Los videojuegos como cultura: identidad y experiencia en el mundo actual. Colección Comunicación & Lenguajes/Ampersand, 348 pp.
Keywords:
video game, identity, digital technology, video gamification, empathyAbstract
Video games can constitute tools through which it is possible to establish powerful connections and transfers between knowledge and the immersive experience. Video games as cultural objects evolved in these years, both at the level of production and cultural consumption. In this sense, like any culture, that of video games is also complex and not static. One of the distinctive characteristics is that playing is a voluntary act, and the players manage to express different emotions, contributing to personal well-being. Despite having emerged in the middle of the last century, video games have become popular in the final decades of the century, and since then they have grown exponentially, and especially in the last decade, with the expansion towards mobile devices.
In its seven chapters, this work constitutes an ethnographic investigation, focusing on the analysis of video game culture, considering video games as digital objects by definition, and the most important cultural products of this digital era. Thus, this book is not only about video game culture, but also, and fundamentally, about video games as culture.
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Copyright (c) 2024 Paola Dellepiane
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