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Comunicación y sociedad

Print version ISSN 0188-252X

Abstract

PLANELLS DE LA MAZA, Antonio José. Video games as critical ludofictional worlds: the case of the Spanish political crisis in mobile digital entertainment (2008-2015). Comun. soc [online]. 2020, vol.17, e7365.  Epub Aug 30, 2021. ISSN 0188-252X.  https://doi.org/10.32870/cys.v2020.7365.

The purpose of this research is to analyze the critical-discursive capacity of contemporary persuasive video games. The ten most popular titles for mobile phones whose central theme is the crisis in Spain from 2008 to 2015 have been analyzed using a methodology based on the theory of possible worlds and procedural rhetoric. The results show how parody is used as the main ludic catalyst in the treatment of socially exposed events, which are, in turn, the elements that make up the mechanics and dynamics of the gaming experience.

Keywords : Videogames; crisis; persuasion; possible worlds; ludofictional worlds.

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