<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>0188-252X</journal-id>
<journal-title><![CDATA[Comunicación y sociedad]]></journal-title>
<abbrev-journal-title><![CDATA[Comun. soc]]></abbrev-journal-title>
<issn>0188-252X</issn>
<publisher>
<publisher-name><![CDATA[Universidad de Guadalajara, Departamento de Estudios de la Comunicación Social]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S0188-252X2020000100126</article-id>
<article-id pub-id-type="doi">10.32870/cys.v2020.7365</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Los videojuegos como mundos ludoficcionales críticos: el caso de la crisis política española en el ocio digital móvil (2008-2015)]]></article-title>
<article-title xml:lang="en"><![CDATA[Video games as critical ludofictional worlds: the case of the Spanish political crisis in mobile digital entertainment (2008-2015)]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Planells de la Maza]]></surname>
<given-names><![CDATA[Antonio José]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Pompeu Fabra  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Spain</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>00</month>
<year>2020</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>00</month>
<year>2020</year>
</pub-date>
<volume>17</volume>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S0188-252X2020000100126&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S0188-252X2020000100126&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S0188-252X2020000100126&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen La presente investigación tiene por objetivo analizar la capacidad crítico-discursiva del videojuego persuasivo contemporáneo. Se han analizado los diez títulos para móvil más populares cuya temática central es la crisis en España desde 2008 a 2015, mediante una metodología basada en la teoría de los mundos posibles y la retórica procedimental. Los resultados muestran cómo la parodia se usa como principal catalizador lúdico en el tratamiento de los hechos denunciados a nivel social, que son, a su vez, los elementos que conforman las mecánicas y dinámicas de la experiencia de juego.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract 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.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Videojuegos]]></kwd>
<kwd lng="es"><![CDATA[crisis]]></kwd>
<kwd lng="es"><![CDATA[persuasión]]></kwd>
<kwd lng="es"><![CDATA[mundos posibles]]></kwd>
<kwd lng="es"><![CDATA[mundos ludoficcionales]]></kwd>
<kwd lng="en"><![CDATA[Videogames]]></kwd>
<kwd lng="en"><![CDATA[crisis]]></kwd>
<kwd lng="en"><![CDATA[persuasion]]></kwd>
<kwd lng="en"><![CDATA[possible worlds]]></kwd>
<kwd lng="en"><![CDATA[ludofictional worlds]]></kwd>
</kwd-group>
</article-meta>
</front><back>
<ref-list>
<ref id="B1">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Bogost]]></surname>
<given-names><![CDATA[I.]]></given-names>
</name>
</person-group>
<source><![CDATA[Persuasive Games. The Expressive Power of Videogames]]></source>
<year>2007</year>
<publisher-name><![CDATA[The MIT Press]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B2">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Capdevila]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
</person-group>
<source><![CDATA[El discurso persuasivo. La estructura retórica de los spots electorales en televisión]]></source>
<year>2004</year>
<publisher-name><![CDATA[Universitat Autònoma de Barcelona]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B3">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Capdevila]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[La retórica del objeto: las partes retóricas como modelo para generar significados]]></article-title>
<source><![CDATA[Temes de Disseny]]></source>
<year>2004</year>
<volume>21</volume>
<page-range>140-7</page-range></nlm-citation>
</ref>
<ref id="B4">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Dolezel]]></surname>
<given-names><![CDATA[L.]]></given-names>
</name>
</person-group>
<source><![CDATA[Heterocósmica: ficción y mundos posibles]]></source>
<year>1999</year>
<publisher-name><![CDATA[Arco Libros]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B5">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Eco]]></surname>
<given-names><![CDATA[U.]]></given-names>
</name>
</person-group>
<source><![CDATA[Lector in fabula. La cooperación interpretativa en el texto narrativo]]></source>
<year>1981</year>
<publisher-name><![CDATA[Lumen]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B6">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Gómez]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
</person-group>
<source><![CDATA[¿Pueden los videojuegos cambiar el mundo?: Una introducción a los Serious Games]]></source>
<year>2014</year>
<publisher-name><![CDATA[Unir]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B7">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Gómez]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
<name>
<surname><![CDATA[Navarro]]></surname>
<given-names><![CDATA[N.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Videojuegos e Información. Una aproximación a los newsgames españoles como nueva óptica informativa]]></article-title>
<source><![CDATA[Icono 14]]></source>
<year>2013</year>
<volume>11</volume>
<numero>2</numero>
<issue>2</issue>
<page-range>31-51</page-range></nlm-citation>
</ref>
<ref id="B8">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Hunicke]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Leblanc]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Robert]]></surname>
<given-names><![CDATA[Z.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[MDA: A Formal Approach to Game Design and Game Research]]></article-title>
<source><![CDATA[Proceedings of the AAAI Workshop on Challenges in Game AI]]></source>
<year>2004</year>
<volume>4</volume>
<numero>1</numero>
<issue>1</issue>
</nlm-citation>
</ref>
<ref id="B9">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Juul]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
</person-group>
<source><![CDATA[A casual revolution: Reinventing video games and their players]]></source>
<year>2010</year>
<publisher-name><![CDATA[The MIT Press]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B10">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Lacasa]]></surname>
<given-names><![CDATA[P.]]></given-names>
</name>
</person-group>
<source><![CDATA[Los videojuegos. Aprender en mundos reales y virtuales]]></source>
<year>2011</year>
<publisher-name><![CDATA[Morata]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B11">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Pericot]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Transitar por los mundos posibles]]></article-title>
<source><![CDATA[Temes de Disseny]]></source>
<year>1997</year>
<volume>14</volume>
<page-range>159-67</page-range></nlm-citation>
</ref>
<ref id="B12">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Perelman]]></surname>
<given-names><![CDATA[C.]]></given-names>
</name>
</person-group>
<source><![CDATA[Tratado de la argumentación. La nueva retórica]]></source>
<year>1994</year>
<publisher-name><![CDATA[Gredos]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B13">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Planells de la Maza]]></surname>
<given-names><![CDATA[A. J.]]></given-names>
</name>
</person-group>
<source><![CDATA[Videojuegos y mundos de ficción. De Super Mario a Portal]]></source>
<year>2015</year>
<publisher-name><![CDATA[Cátedra]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B14">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Planells de la Maza]]></surname>
<given-names><![CDATA[A. J.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[The expressive power of the Possible Worlds Theory in video games: when narratives become interactive and fictional spaces]]></article-title>
<source><![CDATA[Comunicação e Sociedade]]></source>
<year>2015</year>
<volume>27</volume>
<page-range>289-302</page-range></nlm-citation>
</ref>
<ref id="B15">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Planells de la Maza]]></surname>
<given-names><![CDATA[A. J.]]></given-names>
</name>
</person-group>
<source><![CDATA[Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions]]></source>
<year>2017</year>
<publisher-name><![CDATA[ETC Press]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B16">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Ryan]]></surname>
<given-names><![CDATA[M. L.]]></given-names>
</name>
</person-group>
<source><![CDATA[Possible Worlds, Artificial Intelligence and Narrative Theory]]></source>
<year>1992</year>
<publisher-name><![CDATA[Indiana University Press]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B17">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Salen]]></surname>
<given-names><![CDATA[K.]]></given-names>
</name>
</person-group>
<source><![CDATA[The ecology of games: connecting youth, games and learning]]></source>
<year>2008</year>
<publisher-name><![CDATA[The MIT Press]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B18">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Squire]]></surname>
<given-names><![CDATA[K.]]></given-names>
</name>
</person-group>
<source><![CDATA[Video games and learning: Teaching and participatory culture in the digital age]]></source>
<year>2011</year>
<publisher-name><![CDATA[Teachers College Press]]></publisher-name>
</nlm-citation>
</ref>
</ref-list>
</back>
</article>
