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dc.contributor.authorPérez Latorre, Óliveres-ES
dc.contributor.authorPlanells de la Maza, Antonio Josées-ES
dc.contributor.authorSánchez Serradilla, Cristinaes-ES
dc.contributor.authorNavarro Remesal, Víctor Manueles-ES
dc.date.accessioned2020-01-24T09:01:44Z
dc.date.available2020-01-24T09:01:44Z
dc.date.issued01/12/2019es_ES
dc.identifier.issn0010-8146es_ES
dc.identifier.urihttps://doi.org/10.1177/1354856517744489es_ES
dc.identifier.urihttp://hdl.handle.net/11531/44418
dc.descriptionArtículos en revistases_ES
dc.description.abstractHow do the most popular video games in recent years contribute to the construction of the social imaginary of the Great Recession? The discursive struggles over the definition of crucial aspects of the recession such as austerity, the heroic ethos to face precariousness and being anti-establishment are being played not only in the political arena and serious news genres but also in the narrations of popular culture and video games. Thus, critical analysis of the social resonances of video games on the Great Recession is a relevant exercise not only academically but also socially. To address this question, this article proposes an analysis of bestselling video games from 2009 to 2015, based on cultural studies and game studies. The analysis is organized in three case studies: (a) post-apocalyptic video games and their potential resonances regarding austerity and precariousness; (b) video games, neo-liberalism and counter neo-liberal views; and (c) video games and the representation of anti-establishment characters and rebel communities.es-ES
dc.description.abstractHow do the most popular video games in recent years contribute to the construction of the social imaginary of the Great Recession? The discursive struggles over the definition of crucial aspects of the recession such as austerity, the heroic ethos to face precariousness and being anti-establishment are being played not only in the political arena and serious news genres but also in the narrations of popular culture and video games. Thus, critical analysis of the social resonances of video games on the Great Recession is a relevant exercise not only academically but also socially. To address this question, this article proposes an analysis of bestselling video games from 2009 to 2015, based on cultural studies and game studies. The analysis is organized in three case studies: (a) post-apocalyptic video games and their potential resonances regarding austerity and precariousness; (b) video games, neo-liberalism and counter neo-liberal views; and (c) video games and the representation of anti-establishment characters and rebel communities.en-GB
dc.format.mimetypeapplication/pdfes_ES
dc.language.isoen-GBes_ES
dc.rightsCreative Commons Reconocimiento-NoComercial-SinObraDerivada Españaes_ES
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/es/es_ES
dc.sourceRevista: Convergence, Periodo: 2, Volumen: 25, Número: 5-6, Página inicial: 884, Página final: 900es_ES
dc.titleRecessionary games: Video games and the social imaginary of the Great Recession (2009 2015)es_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.description.versioninfo:eu-repo/semantics/publishedVersiones_ES
dc.rights.holderes_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.keywordsAnti-establishment, austerity, cultural studies, discourse, game studies, neo-liberalism, recession, video gameses-ES
dc.keywordsAnti-establishment, austerity, cultural studies, discourse, game studies, neo-liberalism, recession, video gamesen-GB


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