Habitar y transformar. El diseño de mundos virtuales como impulsor de nuevas narrativas culturales

  • Noelia Soledad Gregor
Keywords: Virtual worlds, Service design

Abstract

The design of virtual worlds is emerging as a key field for rethinking the way we inhabit and interact with increasingly digitised environments. 

References

Andersson, E., & Törnquist, A. (2018). Block by Block: A new approach to community engagement in urban planning. Journal of Urban Studies, 55(4), 622-640.

Boellstorff, T. (2008). Llegando a la madurez en Second Life: Una antropología del humano virtual. Princeton University Press.

Buchanan, R. (2019). Systems Thinking and Design Thinking: Addressing Complexity in Design. Design Issues, 35(3), 1-20.

Duncan, S. (2011). Minecraft, Beyond Construction and Survival. Well Played, 1(1), 1-22. (Disponible en https://se4n.org/papers/duncan-minecraft.pdf).

Fey, K., et al. (2019). Designing for Environmental Literacy through Gameplay in Eco. ACM CHI Conference.

Firaxis Games. (2016). Civilization VI.

Fisher, R., & Schrimshaw, J. (2021). The Pedagogy of Play: Minecraft and Beyond. Cambridge University Press.
Published
2025-05-26
How to Cite
Gregor, N. S. (2025). Habitar y transformar. El diseño de mundos virtuales como impulsor de nuevas narrativas culturales. Cuadernos Del Centro De Estudios De Diseño Y Comunicación, (264). https://doi.org/10.18682/cdc.vi264.12329