{"title":"Video games as critical ludofictional worlds: the case of the Spanish political crisis in mobile digital entertainment (2008-2015)","authors":"Antonio José Planells de la Maza","doi":"10.32870/cys.v2020.7365","DOIUrl":null,"url":null,"abstract":"The objective of this research is to analyze the critical-discursive capacity of the contemporary persuasive videogame. We have analyzed the ten most popular mobile titles whose central theme is the crisis in Spain from 2008 to 2015, using a methodology based on the theory of possible worlds and procedural rhetoric. The results show how parody is used as the main playful catalyst in the treatment of facts denounced at a social level which are, in turn, the elements that make up the mechanics and dynamics of the game experience.","PeriodicalId":112547,"journal":{"name":"Comunicación y Sociedad","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Comunicación y Sociedad","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.32870/cys.v2020.7365","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
The objective of this research is to analyze the critical-discursive capacity of the contemporary persuasive videogame. We have analyzed the ten most popular mobile titles whose central theme is the crisis in Spain from 2008 to 2015, using a methodology based on the theory of possible worlds and procedural rhetoric. The results show how parody is used as the main playful catalyst in the treatment of facts denounced at a social level which are, in turn, the elements that make up the mechanics and dynamics of the game experience.