Videoludic narratives and digital society:

contemporary issues in pixel format

Authors

  • Antonio César Moreno Cantano Universidad Complutense de Madrid (Spain)
  • Ruth García Martín Universidad de Castilla-La Mancha y Universidad Isabel I (Spain)

DOI:

https://doi.org/10.25029/od.2022.351.22

Keywords:

Video games, Contemporary issues, Digital society, Game studies

Abstract

This monograph aims to reflect on how the world of video games can show and study aspects such as loneliness, death, wars, humanitarian crises, environmentalism, and identities. To this end, a varied cast of specialists on the subject, applying a holistic approach that combines game studies, sociology, international relations, cultural studies, and gender studies, take advantage of the potential of the medium to make a novel and complex portrait of everything we can play, which is nothing else than our reality, with all its edges.

 

Author Biographies

Antonio César Moreno Cantano, Universidad Complutense de Madrid (Spain)

Dr. Antonio César Moreno is Associate Professor in the Department of International Relations and Global History at the Complutense University of Madrid. He is a member of the research group Security, Cooperation and Communication in the International Society of the UCM (UCM-971010-GR96 / 20). His latest publications are focused on the representation of the main international issues in different formats, such as graphic novels and video games.

Ruth García Martín, Universidad de Castilla-La Mancha y Universidad Isabel I (Spain)

Dr. Ruth García currently teaches in the area of Plastic and Visual Education at the UCLM and at the Isabel I University, and also Gamification and Serious Games at the latter. Her main lines of research are, on the one hand, art, education and video games and the survival of the classical world, and, on the other, the expression of ideology, politics and identity in the video game world.

References

Anable, A. (2018). Playing with feelings. Video Games and Affect. University of Minnesota Press.

Gómez-García, S., Hera, T. de la & Cuadrado-Alvarado, A. (2021). Game Studies, Next Level? Nuevos horizontes para una disciplina emergente. Index.comunicación, 11(2).

Martín, M., & Navarro, V. (2021). La complejidad ludonarrativa en el videojuego: un doble boomerang. L Atalante. Revista de Estudios Cinematográficos, 31.

Moreno, A., & Venegas, A. (2020). El videojuego como expresión de la problemáticasocial. Barataria. Revista castellano-manchega de Ciencias Sociales, 29. https://doi.org/10.20932/barataria.v0i29

Published

2022-02-26

How to Cite

Moreno Cantano, A. C., & García Martín, R. (2022). Videoludic narratives and digital society: : contemporary issues in pixel format. Obra Digital, (22), 10–13. https://doi.org/10.25029/od.2022.351.22