通过电子游戏消费史前:表现、类型和原因

A. V. Ramos
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引用次数: 0

摘要

大众文化对史前的再现一直是片面的,内容的创造者将其变形,创造出易于被消费者识别的“史前品牌”。在本文中,我们将尝试追溯电子游戏中史前表征的历史,并为不同的表现形式建立一个类型学。最后,我们将质疑他自己与Barthes Samuel(2012)、David Lowenthal(2015)和Jerome de Groot(2016)的作品有关的这种表现的原因,以及他们关于消费、过去和在流行文化中使用历史之间关系的概念。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
El consumo de la Prehistoria a través del videojuego: representaciones, tipologías y causas
The representation of the Prehistory in popular culture have been always partial, deformed by the creators of contents to create a “prehistoric brand” that be easily recognoscible for the consumer. In this paper we will try to trace a history of the prehistoric representations in the video games and stablish a typology for the different manifestations. In the last place, we will question himself the reasons for this representations in relation with the works of Barthes Samuel (2012), David Lowenthal (2015) and Jerome de Groot (2016) and their notions of the relation between the consuming, the past and the use of History in the popular culture.
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