PublicadoEl 23/11/22 por Comillas
Artículo

Recessionary games: Video games and the social imaginary of the Great Recession (2009 2015)

tipo de documento semantico ckh_publication

Ficheros

Articulo Convergence.pdf
Tamaño 208140
Formato Adobe PDF
Fecha de publicación 01/12/2019
Fuente Revista: Convergence, Periodo: 2, Volumen: 25, Número: 5-6, Página inicial: 884, Página final: 900
Estado info:eu-repo/semantics/publishedVersion

Resumen

Idioma es-ES
Resumen

How do the most popular video games in recent years contribute to the construction of the social imaginary of the Great Recession? The discursive struggles over the definition of crucial aspects of the recession such as austerity, the heroic ethos to face precariousness and being anti-establishment are being played not only in the political arena and serious news genres but also in the narrations of popular culture and video games. Thus, critical analysis of the social resonances of video games on the Great Recession is a relevant exercise not only academically but also socially. To address this question, this article proposes an analysis of bestselling video games from 2009 to 2015, based on cultural studies and game studies. The analysis is organized in three case studies: (a) post-apocalyptic video games and their potential resonances regarding austerity and precariousness; (b) video games, neo-liberalism and counter neo-liberal views; and (c) video games and the representation of anti-establishment characters and rebel communities.

Idioma en-GB
Resumen

How do the most popular video games in recent years contribute to the construction of the social imaginary of the Great Recession? The discursive struggles over the definition of crucial aspects of the recession such as austerity, the heroic ethos to face precariousness and being anti-establishment are being played not only in the political arena and serious news genres but also in the narrations of popular culture and video games. Thus, critical analysis of the social resonances of video games on the Great Recession is a relevant exercise not only academically but also socially. To address this question, this article proposes an analysis of bestselling video games from 2009 to 2015, based on cultural studies and game studies. The analysis is organized in three case studies: (a) post-apocalyptic video games and their potential resonances regarding austerity and precariousness; (b) video games, neo-liberalism and counter neo-liberal views; and (c) video games and the representation of anti-establishment characters and rebel communities.

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Tipo de archivo application/pdf
Idioma en-GB
Tipo de acceso info:eu-repo/semantics/openAccess
Licencia http://creativecommons.org/licenses/by-nc-nd/3.0/es/
Fecha de modificacion 09/09/2022
Fecha de disponibilidad 24/01/2020
fecha de alta 24/01/2020

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