Sobre el uso de la violencia en los juegos digitales

  • Pablo Gobira
  • Emanuelle de Oliveira Silva
  • Luiz Carlos de Oliveira Ferreira
Keywords: digital games ; violence ; serious games ; society

Abstract

Digital games have many possible applications that goes beyond their primary ludic function. Since the development of digital technologies, the possibilities of access to games’ creative processes have increased. With it, games started being implemented in areas like publicity and marketing, however always –be it in entertainment, as art, or in a marketing dimension– games bring forward an structure that directs the player towards a product, an experience, or even towards a reflection. Having that in mind, we aim to present here a study on the “use of violence” as a formative element of specific games launched in 2018: Agente 17 and Bolsonaro 2k18. We are able to perceive, in these games, the exploration of the political potential present in them due to the violence present in their narratives. Such societal participative dimension showcases a use of games as an element intertwined in our culture, disregarding the ontological dimension as shown by Johan Huizing (2005) that would allow us to overcome such superficial act of playing.

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Published
2022-06-22
How to Cite
Gobira, P., de Oliveira Silva, E., & de Oliveira Ferreira, L. C. (2022). Sobre el uso de la violencia en los juegos digitales. Cuadernos Del Centro De Estudios De Diseño Y Comunicación, (160). https://doi.org/10.18682/cdc.vi160.6965