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The intersection between politics and video games is not new, and so far has found the point of convergence in two aspects: the violence and urban planning (quite away one from the other). However, in recent years it has become more complex and it has moved away from the traditional division between "good" and "bad" to present a scenario in which decisions have individual, social and political effects. War simulators are, by tradition, the first point of access to the policy at gamers. An example is the series of Call of Duty, that recreates historical wars and even "black ops" (secret campaigns that begin with dialogues of the kind "this conversation never took place"). Player experience, firsthand, the 'policy' at ground level: his actions are the implementation of a State decision, more rudimentary to be (kill all that considered "terrorist", for example). It's a binary world: us (with name and identity) and them (the enemy without a face).
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