Habitar, Construir y Narrar Mundos Virtuales. Construcción de Narrativas en Minecraf

  • Noelia Soledad Gregor
Keywords: Minecraft, social semiosis

Abstract

This article explores the intersection between architectural design, experience design and semiotics in the context of the video game Minecraft.

References

Anderson, B. (2006). Imagined Communities: Reflections on the Origin and Spread of Nationalism. Verso Books.

Ahumada Y. L. (2023). Aprender con Minecraft. Un metarverso educativo. Buenos Aires,
Argentina.Editorial: DEXTRA.

Bartle, R. A. (1996). “Hearts, clubs, diamonds, spades: Players who suit MUDs”. Disponible
en: http://mud.co.uk/richard/hcds.htm

Buckingham, D. (2007). Beyond Technology: Children’s Learning in the Age of Digital Culture.
Polity Press.

Ching, F. D. K. (2014). Architecture: Form, Space, and Order. John Wiley & Sons.

Consalvo, M., y Ess, C. (2011). The Handbook of Internet Studies. John Wiley & Sons.
Published
2024-10-03
How to Cite
Gregor, N. S. (2024). Habitar, Construir y Narrar Mundos Virtuales. Construcción de Narrativas en Minecraf. Cuadernos Del Centro De Estudios De Diseño Y Comunicación, (240). https://doi.org/10.18682/cdc.vi240.11790