
Victor Navarro-RemesalFundació TecnoCampus Mataró-Maresme · Escola Universitària Politècnica de Mataró
Victor Navarro-Remesal
PhD, Game Studies
About
61
Publications
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236
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Citations since 2017
Introduction
Victor Navarro-Remesal is a Game Scholar who currently works at Tecnocampus - UPF. Victor does research in videogames and freedom, videogame preservation, and Japanese games. His current funded project is 'LUDOMYTHOLOGIES: Myths and ideology in contemporary video games', and his personal non-funded projects are 'Museums of Failure' and 'Zen Players, Zen Games'.
Publications
Publications (61)
Diseñar videojuegos es crear discursos, experiencias e historias posibles que el jugador completa con su participación. Estos discursos videolúdicos, aunque heredan elementos del juego tradicional, el cine o la literatura, tienen lógicas y recursos expresivos propios y complejos que permiten al jugador negociar el sentido de lo jugado y vivir una e...
https://www.routledge.com/Fans-and-Videogames-Histories-Fandom-Archives/Swalwell-Ndalianis-Stuckey/p/book/9781138679672
The popularity and influence enjoyed by Japanese video games is irrefutable. There is little doubt, for many scholars, that the Japanese video game industry has helped establish the standard procedures of production, distribution and localization for the global sector. However, beyond titles of overwhelming international repercussion—from Space Inv...
What is Zen? Scholars, philosophers and even Zen practitioners do not seem to agree on an answer, even going as far as stating that it resists definition (“Zen cannot be locked into a concept nor understood by thought”, Taishen Deshimaru, 1982: 6). In spite of that, several recent games, such as Bejeweled 3 (PopCap Games, 2010), Mini Metro (Dinosau...
'Burn the Boards' (Causa Creations, 2015) portrays the life of an Indian worker who recycles electronic waste in a precarious environment. 'Phone Story' (Molleindustria, 2011) simulates the journey and process of production and consumption of mobile phones, from Congo and China to Pakistan. Whereas 'Phone Story' is described as ‘an educational game...
The first conference of the Spanish chapter of DiGRA (DIGRAES21) was held at Tecnocampus, Universitat Pompeu Fabra, in Mataró, Spain, between the 14th and the 17th of December, 2021. The chapter was established earlier that year, with 15 members from different universities on its founding board. DIGRAES21 was organised by the research groups, CTL (...
The first conference of the Spanish chapter of DiGRA (DIGRAES21) was held at Tecnocampus, Universitat Pompeu Fabra, in Mataró, Spain, between the 14th and the 17th of December, 2021. The chapter was established earlier that year, with 15 members from different universities on its founding board. DIGRAES21 was organised by the research groups, CTL (...
The history of European videogames has so far been overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and many prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider, Alone in the Dark , and The Witcher , w...
The history of European videogames has been so far overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and prominent videogames in popular culture, such as Grand Theft Auto , Tomb Raider and Alone in the Dark were made in Europe. T...
The history of European videogames has been so far overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and prominent videogames in popular culture, such as Grand Theft Auto , Tomb Raider and Alone in the Dark were made in Europe. T...
Dialogue with video game creator and writer Sam Barlow about his work within the video game industry and as an independent creator, as well as his creative approaches to designing deep and complex stories and narratives in video games. [ENTREVISTA DISPONIBLE EN ESPAÑOL EN LA WEB DE LA REVISTA]
Video game narratives have become more complex and increasingly interrelated with game design over the last decade. However, video games have in fact always had complex ludonarrative structures. The aim of this article is to examine the looping back of complex narrative influences in contemporary video games based on the idea of a “double boomerang...
Siguiendo la línea marcada por la temática del número, la sección (Des)encuentros plantea una serie de cuestiones clave para comprender las diferentes vertientes vinculadas al diseño narrativo de videojuegos centrado en la industria española en forma de diálogo entre profesionales de diferentes áreas, Tatiana Delgado, Josué Monchán, Clara Pellejer...
This paper aims to offer a critical analysis of recent games by and/or about refugees, with a strong focus on the narration and reconstruction of personal experiences and biographies. We have selected three European (French and German) productions and a global one (created by UNHCR), describing the journeys refugees fleeing their country: Finding H...
ABSTRACT The field of ecocritical game studies has grown significantly in recent years. Reading videogames through the demands of the climate crisis and the social debates around what ecology and nature mean helps us assess their role in culture and as culture. This paper combines the analysis of game content and of the ways of playing afforded by...
La identificación entre el jugador y el avatar está en el centro de numerosas reflexiones académicas, especialmente la función de este último como encarnación del primero (Klevjer, 2006). Entre otros, Alfonso Cuadrado (2008) analiza los sujetos de la serie Los Sims (Maxis, The Sims studio, 2000-2018) como juguetes virtuales, Daniel Vella (2015) ha...
Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions.
Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetti...
¿Cuánto hace que no juegas? ¿Te has olvidado de jugar? El cine nunca se ha olvidado, y el cine ludens nos recuerda la importancia de lo lúdico en la gran pantalla, la cultura y la sociedad. Con un carácter divulgativo y filosófico, este libro analiza cómo el cine ha dialogado con juegos de mesa, juguetes, videojuegos, laberintos, puzles, culturas l...
As a nature parable, THE LEGEND OF ZELDA: BREATH OF THE WILD involves players in a dreamlike gameworld in which their unconscious desires for an ecological sustainable Utopia and a romantic imagery of nature are evoked, exposed to distress, and eventually saturated. By sending players on the journey of a hero to restore order in a polluted but maje...
Gender, as Judith Butler argued, is performative. People define their gender by ‘doing’, often unknowingly, through manners, gestures and practices. Video games are cyber-texts with configurative performances, that is, the act of playing is a constant performance that affects not only the creation of meaning, but the resulting text of the game as w...
As a nature parable, THE LEGEND OF ZELDA: BREATH OF THE WILD involves players in a dreamlike gameworld in which their unconscious desires for an ecological sustainable Utopia and a romantic imagery of nature are evoked, exposed to distress, and eventually saturated. By sending players on the journey of a hero to restore order in a polluted but maje...
Game preservation is key for the development of gaming cultures and the acknowledgement of games as (sub)culture(s). Within the Game Studies approach, however, only some projects (Navarro-Remesal, 2017) have analysed the role of the members of these subcultures in relation to the practices used for game preservation. Agents involved in them approac...
In the recent years, the European project has faced many threats and crises, but academic-related spaces (such as the Erasmus programme) serve as success stories where we can still hope for a recovery of the European ideal. The consolidation of the European Media and Communication Doctoral Summer School invites us to reflect on the core elements th...
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 a...
http://www.unebook.es/es/libro/productos-transmediaticos-e-imaginario-cultural-arqueologia-transmedia_55203
Books about video games have become common in the Catalan and Spanish ambits. In this text, I present a first approach at them, distinguishing non-scholar enthusiast books and academic books, through the texts in their back covers, flaps and websites, and compare the main ideas in both types. It is my view that books are being used for negotiating...
https://shangrilaediciones.com/producto/porno-ven-y-mira/
https://www.flowjournal.org/2016/12/the-authenticity-of-trump-emotional-democracy-and-the-red-pill/
This text suggests reading of the story of science fi ction fi lms as a leap from space to the mind. This change of direction reveals the way our culture and science have explored the confi nes of reason , starting outside the body and moving inside it, and the way science fi ction fi lms have continued to protect and champion what is truly human:...
https://www.shangrila-blog.com/2016/02/are-you-sure-only-you-is-you-lo.html
http://www.bloomsbury.com/us/rated-m-for-mature-9781628925760/
Video games are defined by player agency; that is, their discourse depends on player action to exist. This agency implies that the player has freedom and power, and, because of that, they are often seen both as power fantasies and as the next step in a linear evolution of media. But th...
Game & Play ofrece una síntesis del alcance cultural y social del juego (game) y de la actividad de jugar (play) para después adentrarse en el conocimiento pormenorizado sobre el jugador, las mecánicas de juego y el mundo ficcional del juego digital. En este volumen el lector encontrará propuestas y discusiones que le permitan entender la diversida...
Ni No Kuni (Ni No Kuni: la ira de la Bruja Blanca, 2011) es un videojuego para PlayStation 3 coproducido por Level-5 y Studio Ghibli. La aportación más clara de los segundos, pero no la única, son unos veinte minutos de animación tradicional. La obra supone la primera incursión de este estudio, especializado en cine de animación, en el mundo del vi...
http://www.mcfarlandbooks.com/book-2.php?id=978-0-7864-7807-1
Player representation within the videogame is one of the main topics in Game
Studies. Although the term “avatar” is commonly used, its meaning is not clearly
defined and therefore can be misleading. In this paper, a new and more detailed
concept is proposed: the “avatarness”, or the different formal factors of this
representation, whether they are...
http://www.bloomsbury.com/us/guns-grenades-and-grunts-9781441193537/