Abstract
The article proposes a path to understanding why videogames, viewed in their cultural dimension, could be a useful tool for conveying stories different from those circulated by the traditional media. Different reflections on the tension between power and resistance are employed to that end, considering the changes implied by the emergence of digital technologies, tied in with contributions from the fields of feminism and post-colonial criticism. A comparison between these arguments and some of the more recent proposals in the theoretical field of video games suggests a basis for realizing this assumption on the margins of power.
| Translated title of the contribution | From digital promise to videogames of the oppressed. Keys to use of resistance through cultural consumption |
|---|---|
| Original language | Spanish |
| Pages (from-to) | 760-786 |
| Number of pages | 27 |
| Journal | Palabra Clave |
| Volume | 16 |
| Issue number | 3 |
| DOIs | |
| State | Published - Dec 2013 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 5 Gender Equality
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