Videojuegos, arte digital y género Representaciones de virtualidad y simulación en las prácticas artísticas de resistencia

  • Beatriz Page Valero
Keywords: Digital play, Virtual reality, Identity, Gender, Avatar

Abstract

This article examines the intersection of videogames, digital art, and processes of identity and gender construction, understanding these forms of play as key artifacts of contemporary culture. 

References

Achiampong, L., & Blandy, D. (2020). A Lament for Power. Wellcome Collection.

Anthropy, A. (2012). Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form. Seven Stories Press.

Ascott, R. (2009). Syncretic reality: Art, process, and potentiality. TECCOGS. Revista Digital de Tecnologias Cognitivas. https://revistas.pucsp.br/index.php/teccogs/article/view/52993/34762

Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. MIT Press.

Butler, J. (1990). Gender Trouble: Feminism and the Subversion of Identity. Routledge.

Butler, J. (1993). Bodies That Matter: On the Discursive Limits of “Sex”. Routledge.

Published
2026-04-27
How to Cite
Page Valero, B. (2026). Videojuegos, arte digital y género Representaciones de virtualidad y simulación en las prácticas artísticas de resistencia. Cuadernos Del Centro De Estudios De Diseño Y Comunicación, (305). https://doi.org/10.18682/cdc.vi305.13636