电子游戏作为重要的虚幻世界:西班牙移动数字娱乐政治危机的案例(2008-2015)

Antonio José Planells de la Maza
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引用次数: 2

摘要

本研究的目的是分析当代说服性电子游戏的批判性话语能力。我们使用基于可能世界理论和程序修辞的方法分析了10款最受欢迎的手机游戏,它们的中心主题是2008年至2015年的西班牙危机。研究结果表明,在处理社交层面上被谴责的事实时,模仿是一种主要的游戏催化剂,而社交层面上的事实又是构成游戏体验机制和动态的元素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Video games as critical ludofictional worlds: the case of the Spanish political crisis in mobile digital entertainment (2008-2015)
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.
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