{"title":"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)","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":"{\"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}","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}
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.