{"title":"Conpsumptionscapes:电子游戏的刻板印象和拉丁美洲的城市环境。案例:《神秘3:德雷克的骗局》/《神秘4:盗贼终结》","authors":"C. Rossi","doi":"10.3989/chdj.2020.003","DOIUrl":null,"url":null,"abstract":"espanolConpsumptionscapes: estereotipos de videojuegos y ambientes urbanos de Latinoamerica. Casos de estudio: Uncharted 3: Drake’s Deception / Uncharted 4: The Thief End.- El paisaje de consumo se refiere al contexto en el que las necesidades basicas de una sociedad se determinan diariamente. La pequena tienda en el barrio y el mercado de calle, son estructuras arquitectonicas o espacios urbanos, que dieron forma a la vida de las ciudades como la conocemos hoy. Los centros comerciales son la evolucion de estos formatos de construccion y pueden caracterizar la vida contemporanea. El ejercicio propuesto por este articulo es revisar la condicion de los contextos de consumo en los que se desarrolla la narrativa de los videojuegos a traves del estudio y la seleccion de casos (Uncharted 3: Drake’s Deception / Uncharted 4: A Tief’s End) que demuestran que, el paisaje urbano con el que se representan nuestras ciudades aparece como un contexto cargado de estereotipos donde la vida cotidiana tiene lugar. El foco de la investigacion esta en la representacion de la ciudad historica latinoamericana como un territorio modelado espacialmente y estereotipada como un contexto narrativo jugable. No es importante determinar si la historia se desarrolla dentro de un espacio comercial, sino proponer la idea transversal de que los contextos de consumo que estructuran dichos paisajes y que determinan las logicas culturales donde se desarrolla la trama. Los paisajes de consumo son la construccion espacial, cultural e historica (al mismo tiempo) que da sentido a la narrativa y representa una realidad aumentada de nuestras ciudades: extensa, inmersiva y sugerente, pero tambien perversa. EnglishThe consumption landscape refers to the context in which the daily basic needs of a society are determined. The small store in the neighborhood and the street market are architectural structures or urban spaces which shape the lives of cities as we know them today. Shopping centres are the evolution of these building formats and can characterize contemporary life. The exercise proposed by this article is to review the condition of the contexts of consumption in which the narrative of video games are developed through the study and selection of cases (Uncharted 3: Drake’s Deception / Uncharted 4: A Thief’s End). These demonstrate that the urban landscape with which our cities are represented appears as scenarios loaded with stereotypes. The emphasis of this research is on the representation of the historical Latin American city as a spatially modelled and stereotyped territory where the narrative is contextualized. This article does not focus on how the story develops within a commercial space but instead proposes a transversal idea that the consumption contexts are landscapes determined by cultural logics where the plot occurs. Consumption landscapes are the simultaneous spatial, cultural and historical constructions that give meaning to a narrative and represent an augmented reality of our cities: extensive, immersive and suggestive, but also perverse.","PeriodicalId":51942,"journal":{"name":"Culture & History Digital Journal","volume":null,"pages":null},"PeriodicalIF":0.4000,"publicationDate":"2020-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Conpsumptionscapes: videogame stereotypes and Latin-American cities environments. Case: Uncharted 3: Drake’s Deception / Uncharted 4: The Thief End\",\"authors\":\"C. Rossi\",\"doi\":\"10.3989/chdj.2020.003\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"espanolConpsumptionscapes: estereotipos de videojuegos y ambientes urbanos de Latinoamerica. Casos de estudio: Uncharted 3: Drake’s Deception / Uncharted 4: The Thief End.- El paisaje de consumo se refiere al contexto en el que las necesidades basicas de una sociedad se determinan diariamente. La pequena tienda en el barrio y el mercado de calle, son estructuras arquitectonicas o espacios urbanos, que dieron forma a la vida de las ciudades como la conocemos hoy. Los centros comerciales son la evolucion de estos formatos de construccion y pueden caracterizar la vida contemporanea. El ejercicio propuesto por este articulo es revisar la condicion de los contextos de consumo en los que se desarrolla la narrativa de los videojuegos a traves del estudio y la seleccion de casos (Uncharted 3: Drake’s Deception / Uncharted 4: A Tief’s End) que demuestran que, el paisaje urbano con el que se representan nuestras ciudades aparece como un contexto cargado de estereotipos donde la vida cotidiana tiene lugar. El foco de la investigacion esta en la representacion de la ciudad historica latinoamericana como un territorio modelado espacialmente y estereotipada como un contexto narrativo jugable. No es importante determinar si la historia se desarrolla dentro de un espacio comercial, sino proponer la idea transversal de que los contextos de consumo que estructuran dichos paisajes y que determinan las logicas culturales donde se desarrolla la trama. Los paisajes de consumo son la construccion espacial, cultural e historica (al mismo tiempo) que da sentido a la narrativa y representa una realidad aumentada de nuestras ciudades: extensa, inmersiva y sugerente, pero tambien perversa. EnglishThe consumption landscape refers to the context in which the daily basic needs of a society are determined. The small store in the neighborhood and the street market are architectural structures or urban spaces which shape the lives of cities as we know them today. Shopping centres are the evolution of these building formats and can characterize contemporary life. The exercise proposed by this article is to review the condition of the contexts of consumption in which the narrative of video games are developed through the study and selection of cases (Uncharted 3: Drake’s Deception / Uncharted 4: A Thief’s End). These demonstrate that the urban landscape with which our cities are represented appears as scenarios loaded with stereotypes. The emphasis of this research is on the representation of the historical Latin American city as a spatially modelled and stereotyped territory where the narrative is contextualized. This article does not focus on how the story develops within a commercial space but instead proposes a transversal idea that the consumption contexts are landscapes determined by cultural logics where the plot occurs. Consumption landscapes are the simultaneous spatial, cultural and historical constructions that give meaning to a narrative and represent an augmented reality of our cities: extensive, immersive and suggestive, but also perverse.\",\"PeriodicalId\":51942,\"journal\":{\"name\":\"Culture & History Digital Journal\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.4000,\"publicationDate\":\"2020-09-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Culture & History Digital Journal\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://doi.org/10.3989/chdj.2020.003\",\"RegionNum\":4,\"RegionCategory\":\"历史学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"HISTORY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Culture & History Digital Journal","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.3989/chdj.2020.003","RegionNum":4,"RegionCategory":"历史学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"HISTORY","Score":null,"Total":0}
Conpsumptionscapes: videogame stereotypes and Latin-American cities environments. Case: Uncharted 3: Drake’s Deception / Uncharted 4: The Thief End
espanolConpsumptionscapes: estereotipos de videojuegos y ambientes urbanos de Latinoamerica. Casos de estudio: Uncharted 3: Drake’s Deception / Uncharted 4: The Thief End.- El paisaje de consumo se refiere al contexto en el que las necesidades basicas de una sociedad se determinan diariamente. La pequena tienda en el barrio y el mercado de calle, son estructuras arquitectonicas o espacios urbanos, que dieron forma a la vida de las ciudades como la conocemos hoy. Los centros comerciales son la evolucion de estos formatos de construccion y pueden caracterizar la vida contemporanea. El ejercicio propuesto por este articulo es revisar la condicion de los contextos de consumo en los que se desarrolla la narrativa de los videojuegos a traves del estudio y la seleccion de casos (Uncharted 3: Drake’s Deception / Uncharted 4: A Tief’s End) que demuestran que, el paisaje urbano con el que se representan nuestras ciudades aparece como un contexto cargado de estereotipos donde la vida cotidiana tiene lugar. El foco de la investigacion esta en la representacion de la ciudad historica latinoamericana como un territorio modelado espacialmente y estereotipada como un contexto narrativo jugable. No es importante determinar si la historia se desarrolla dentro de un espacio comercial, sino proponer la idea transversal de que los contextos de consumo que estructuran dichos paisajes y que determinan las logicas culturales donde se desarrolla la trama. Los paisajes de consumo son la construccion espacial, cultural e historica (al mismo tiempo) que da sentido a la narrativa y representa una realidad aumentada de nuestras ciudades: extensa, inmersiva y sugerente, pero tambien perversa. EnglishThe consumption landscape refers to the context in which the daily basic needs of a society are determined. The small store in the neighborhood and the street market are architectural structures or urban spaces which shape the lives of cities as we know them today. Shopping centres are the evolution of these building formats and can characterize contemporary life. The exercise proposed by this article is to review the condition of the contexts of consumption in which the narrative of video games are developed through the study and selection of cases (Uncharted 3: Drake’s Deception / Uncharted 4: A Thief’s End). These demonstrate that the urban landscape with which our cities are represented appears as scenarios loaded with stereotypes. The emphasis of this research is on the representation of the historical Latin American city as a spatially modelled and stereotyped territory where the narrative is contextualized. This article does not focus on how the story develops within a commercial space but instead proposes a transversal idea that the consumption contexts are landscapes determined by cultural logics where the plot occurs. Consumption landscapes are the simultaneous spatial, cultural and historical constructions that give meaning to a narrative and represent an augmented reality of our cities: extensive, immersive and suggestive, but also perverse.
期刊介绍:
Culture & History Digital Journal features original scientific articles and review articles, aimed to contribute to the methodological debate among historians and other scholars specialized in the fields of Human and Social Sciences, at an international level. Using an interdisciplinary and transversal approach, this Journal poses a renovation of the studies on the past, relating them and dialoguing with the present, breaking the traditional forms of thinking based on chronology, diachronic analysis, and the classical facts and forms of thinking based exclusively on textual and documental analysis. By doing so, this Journal aims to promote not only new subjects of History, but also new forms of addressing its knowledge.