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ISSN: 2310-2799

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546,196 artículos

Año: 2022
ISSN: 1989-600X, 1695-6206
Hernán Moraldo, H.
Universidad de Sevilla
We try to understand what the future of game design is, by exploring the current problems and challenges which could be solved soon. Some of the problems that are explored in this paper are the relation between games and communication, science, education and technology.
Año: 2022
ISSN: 1989-600X, 1695-6206
Huici Módenes, Adrián
Universidad de Sevilla
Operación masacre. Rodolfo Walsh Madrid, Ediciones 451, 2008. 230 páginas
Año: 2022
ISSN: 1989-600X, 1695-6206
Barragán Romero, Ana Isabel
Universidad de Sevilla
Propaganda. Edward Bernays Barcelona, Melusina [sic], 2008. 196 páginas.
Año: 2022
ISSN: 1989-600X, 1695-6206
Oliva Rota, Mercè; Besalú Casademont , Reinald; Ciaurriz Velasco, Fermín
Universidad de Sevilla
Civilization IV is a very popular strategy videogame that represents the Universal History. Usually it is told to have an educational potential. Moreover, it has been accused of representing History from a Eurocentric point of view. In this paper, Civilization IV is studied through textual analysis, focusing on rules, gameplay and audiovisual representation. The main aim is to find out how History is portrayed in this videogame and enrich previous analyses.
Año: 2022
ISSN: 1989-600X, 1695-6206
Boullón Sabín , Alfonso
Universidad de Sevilla
This work analyse the consequences that the use of two and three dimensions in the spatial representation of video games implies in their gameplay. We study several concepts related to dimensionality in video games, and the main visual formulas developed throughout its history. In a second part, we realize a comparative analysis of video games Sonic the Hedgehog 2 (2D) and Max Payne (3D), evaluating advantages and inconvenients of both forms of representation.
Año: 2022
ISSN: 1989-600X, 1695-6206
Selva Ruiz, David
Universidad de Sevilla
The great success which video games enjoy nowadays has not gone unnoticed for the advertising sector, which has found in them a new advertising medium which, in addition, overcomes a great part of the problems that concern the traditional advertising in the 21st century. In this context, several ways to integrate advertising content in video games have appeared. With a pretension of conceptual demarcation and analysis of their application, this paper approaches all of them and, very specially, the one that is considered to be more specific and original: advergaming.
Año: 2022
ISSN: 1989-600X, 1695-6206
Garin Boronat, Manuel
Universidad de Sevilla
The following paper raises the possibility of studying the medium of the video game through its relations with the myth. Combining tools linked with the different branches that nourish the mythocritical approach, from anthropology to symbolic hermeneutics and psychoanalysis, the text suggests a critical evaluation of the potentialities that the language of video games can contribute to the core of universal arguments of our culture –using the concept of mythogames- as well as a case study focused on the set of heroes and myths that constitute Nintendo’s imagery, around the sagas of The Legend of Zelda and Super Mario Bros.
Año: 2022
ISSN: 1989-600X, 1695-6206
Escribano , Flavio
Universidad de Sevilla
No attempt of cross-fertilisation between cinema and videogame will be successful till when the two arts succeed in contributing to each other. Recent intiatives such as Playstation's Third Place by David Lynch, or Bungie and Microsoft's Land Fall and We are ODST by Neil Blomkamp and Rupert Sanders show that this has started to happen and it is only the beginning.
Año: 2022
ISSN: 1989-600X, 1695-6206
Pérez de Algaba Chicano, Cristina
Universidad de Sevilla
Rafael Utrera Macías Patronato Cultural Federico García Lorca, Diputación de Granada, 2011 201 páginas

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