S. Gómez-García, Mar Chicharro-Merayo, Mireya Vicent-Ibáñez, Patricia Durántez-Stolle
{"title":"La política a la que jugamos. Cultura, videojuegos y ludoficción política en la plataforma steam","authors":"S. Gómez-García, Mar Chicharro-Merayo, Mireya Vicent-Ibáñez, Patricia Durántez-Stolle","doi":"10.33732/ixc/12/02lapoli","DOIUrl":null,"url":null,"abstract":"This research is based on the well-known influence of the media in the political sphere and discourse, as well as the popularity of the Steam platform in the distribution of computer video games. In this way, we propose an analysis of the message of the game cards of games with political content in this medium of content distribution. The selection of the sample is based on a series of keywords (Politics, Political and Political Sim) to identify a representative set of games (n=64) that develop some aspect of contemporary politics (representations, ideologies or models of government). To do so, we combine quantitative and qualitative content analysis of the paratexts of these games (specifically, the contents present in the game card of each of them). The exploration of these contents highlights a pragmatic and normative reading of political activity, influenced by its context of production and certain ideological vectors of the contemporary scene, such as neoliberal ideology.","PeriodicalId":42249,"journal":{"name":"Index Comunicacion","volume":"4 1","pages":""},"PeriodicalIF":1.2000,"publicationDate":"2022-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Index Comunicacion","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33732/ixc/12/02lapoli","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 3
Abstract
This research is based on the well-known influence of the media in the political sphere and discourse, as well as the popularity of the Steam platform in the distribution of computer video games. In this way, we propose an analysis of the message of the game cards of games with political content in this medium of content distribution. The selection of the sample is based on a series of keywords (Politics, Political and Political Sim) to identify a representative set of games (n=64) that develop some aspect of contemporary politics (representations, ideologies or models of government). To do so, we combine quantitative and qualitative content analysis of the paratexts of these games (specifically, the contents present in the game card of each of them). The exploration of these contents highlights a pragmatic and normative reading of political activity, influenced by its context of production and certain ideological vectors of the contemporary scene, such as neoliberal ideology.