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Maquina de Quimeras - Pedro González Munné - Bog

- Raza y etnicidad en los juegos de video: racismo, odio y prejuicios

Bag om Maquina de Quimeras

Video games are increasingly becoming an important media today, despite the light connotation of its initial categorization. Today they are an industry that produces billions of dollars and em-ploys engineers and artists alike in an art form spanning interactive games, to virtual societies where millions of people dwell. However, like all human products, our same fears, flaws and xenophobia show in the games, with the reflection of hatred, racism and stereotypes that are our everyday experience. Also, because of the influence of other media, like television, with misrep-resentations of blacks, Latinos and other races, or the objectification of women are present in video games. The significant thing found researching for this assignment is that most of those who use these games are themselves part of minorities or races that are not exactly white Ameri-cans. Abuse of the frustrations and desires of the user, handling codes and the system answers of gamers to maintain the player engagement, has more resemblance to the use of illegal drugs than with art, but however, the complexity of the design, stories and global assessment, have led to other considerations by experts. Competing in the games could be considered as having more of escapism that the reality of engaging, but all human beings are expected in their tribes to compete and demonstrate their value as a member while complying with social norms or expectations. Same as satisfying or surrender to corporate or group interests. Here are some thoughts for the purpose of this study.

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  • Sprog:
  • Spansk
  • ISBN:
  • 9780996107167
  • Indbinding:
  • Paperback
  • Sideantal:
  • 182
  • Udgivet:
  • 10. maj 2014
  • Størrelse:
  • 127x203x10 mm.
  • Vægt:
  • 186 g.
  • 2-3 uger.
  • 4. december 2024
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  • BLACK NOVEMBER

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Prøv i 30 dage for 45 kr.
Herefter fra 79 kr./md. Ingen binding.

Beskrivelse af Maquina de Quimeras

Video games are increasingly becoming an important media today, despite the light connotation of its initial categorization. Today they are an industry that produces billions of dollars and em-ploys engineers and artists alike in an art form spanning interactive games, to virtual societies where millions of people dwell. However, like all human products, our same fears, flaws and xenophobia show in the games, with the reflection of hatred, racism and stereotypes that are our everyday experience. Also, because of the influence of other media, like television, with misrep-resentations of blacks, Latinos and other races, or the objectification of women are present in video games. The significant thing found researching for this assignment is that most of those who use these games are themselves part of minorities or races that are not exactly white Ameri-cans. Abuse of the frustrations and desires of the user, handling codes and the system answers of gamers to maintain the player engagement, has more resemblance to the use of illegal drugs than with art, but however, the complexity of the design, stories and global assessment, have led to other considerations by experts. Competing in the games could be considered as having more of escapism that the reality of engaging, but all human beings are expected in their tribes to compete and demonstrate their value as a member while complying with social norms or expectations. Same as satisfying or surrender to corporate or group interests. Here are some thoughts for the purpose of this study.

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