María-Esther del-Moral-Pérez, Christian Rodríguez-González
{"title":"Revisión sistemática de investigaciones sobre videojuegos bélicos (2010-2020)","authors":"María-Esther del-Moral-Pérez, Christian Rodríguez-González","doi":"10.5944/RDH.42.2021.27570","DOIUrl":null,"url":null,"abstract":"espanolResumen: Se analiza la produccion cientifica sobre videojuegos belicos. La metodologia se sustenta en una revision sistematica de estudios extraidos de bases de datos (Scopus, Web Of Science y Google Scholar), mediante un meta-analisis, siguiendo criterios de PRISMA-P2015 para identificar los enfoques y metodologias empleadas. Se encontraron 37 estudios entre 2010-2020 en cuatro ambitos: educativo, psicologico, sociologico o antropologico y tecnologico. Los resultados ofrecen un panorama polarizado, un sector los considera plataformas de propaganda militarista; otro apuesta por utilizarlos como un recurso didactico, permitiendo la inmersion virtual en acontecimientos historicos; y los tecnicos senalan la conveniencia de disenar videojuegos educativos con el asesoramiento de historiadores para dotarlos de mayor fiabilidad, ademas de incorporar misiones gamificadas que potencien su jugabilidad. Sin embargo, se precisan estudios que profundicen en la oportunidad que ofrecen estos instrumentos para impulsar el pensamiento critico y la reflexion frente a la guerra y el sufrimiento de las victimas. EnglishAbstract: Scientific production on war videogames is analyzed. The methodology is based on a systematic review of studies extracted from databases (Scopus, Web of Science and Google Scholar), through a meta-analysis, following the criteria of PRISMA-P2015 to identify the approaches and methodologies used. Thirty-seven studies were found between 2010-2020 in four areas: educational, psychological, sociological or anthropological and technological. The results offer a polarized panorama, one sector considers them militarist propaganda platforms; another is committed to using them as a didactic resource, allowing virtual immersion in historical events; and the technicians point out the convenience of designing educational video games with the advice of historians to make them more reliable, in addition to incorporating gamified missions that enhance their playability. However, studies are needed to delve into the opportunity offered by these instruments to promote critical thinking and reflection in the face of war and the suffering of the victims.","PeriodicalId":36808,"journal":{"name":"Revista de Humanidades de Valparaiso","volume":"70 1","pages":"205-228"},"PeriodicalIF":0.2000,"publicationDate":"2021-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista de Humanidades de Valparaiso","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5944/RDH.42.2021.27570","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Arts and Humanities","Score":null,"Total":0}
引用次数: 0
Abstract
espanolResumen: Se analiza la produccion cientifica sobre videojuegos belicos. La metodologia se sustenta en una revision sistematica de estudios extraidos de bases de datos (Scopus, Web Of Science y Google Scholar), mediante un meta-analisis, siguiendo criterios de PRISMA-P2015 para identificar los enfoques y metodologias empleadas. Se encontraron 37 estudios entre 2010-2020 en cuatro ambitos: educativo, psicologico, sociologico o antropologico y tecnologico. Los resultados ofrecen un panorama polarizado, un sector los considera plataformas de propaganda militarista; otro apuesta por utilizarlos como un recurso didactico, permitiendo la inmersion virtual en acontecimientos historicos; y los tecnicos senalan la conveniencia de disenar videojuegos educativos con el asesoramiento de historiadores para dotarlos de mayor fiabilidad, ademas de incorporar misiones gamificadas que potencien su jugabilidad. Sin embargo, se precisan estudios que profundicen en la oportunidad que ofrecen estos instrumentos para impulsar el pensamiento critico y la reflexion frente a la guerra y el sufrimiento de las victimas. EnglishAbstract: Scientific production on war videogames is analyzed. The methodology is based on a systematic review of studies extracted from databases (Scopus, Web of Science and Google Scholar), through a meta-analysis, following the criteria of PRISMA-P2015 to identify the approaches and methodologies used. Thirty-seven studies were found between 2010-2020 in four areas: educational, psychological, sociological or anthropological and technological. The results offer a polarized panorama, one sector considers them militarist propaganda platforms; another is committed to using them as a didactic resource, allowing virtual immersion in historical events; and the technicians point out the convenience of designing educational video games with the advice of historians to make them more reliable, in addition to incorporating gamified missions that enhance their playability. However, studies are needed to delve into the opportunity offered by these instruments to promote critical thinking and reflection in the face of war and the suffering of the victims.
摘要:分析了战争电子游戏的科学生产。该方法基于对从数据库(Scopus, Web Of Science和谷歌Scholar)中提取的研究的系统回顾,通过元分析,遵循PRISMA-P2015标准,以确定所使用的方法和方法。在2010-2020年期间,我们发现了四个领域的37项研究:教育、心理学、社会学或人类学和技术。结果显示了一幅两极分化的图景,一些人认为它们是军国主义宣传的平台;另一个选择是将它们作为教学资源,允许虚拟沉浸在历史事件中;技术人员强调了在历史学家的建议下设计教育类电子游戏的便利性,以赋予它们更大的可靠性,以及整合游戏化任务以提高游戏玩法。然而,需要进一步研究这些工具提供的机会,以促进批判性思维和反思战争和受害者的痛苦。= =地理= =根据美国人口普查,该镇的土地面积为。该方法是基于从数据库(Scopus, Web of Science和谷歌Scholar)中提取的研究的系统回顾,通过元分析,遵循PRISMA-P2015的标准,以确定所使用的方法和方法。2010-2020年期间,在教育、心理学、社会学或人类学和技术四个领域发现了37项研究。结果呈现出一幅两极分化的图景,有人认为它们是军国主义宣传平台;另一个致力于将它们作为教学资源,使虚拟沉浸在历史事件中;and the technicians point out the convenience of设计教育视频游戏with the咨询of historians to make more scalable, in addition to的gamified missions,增强其playability。然而,还需要进行研究,探讨这些工具在面对战争和受害者痛苦时促进批判性思维和反思的机会。