Reflejo de las ideologías a través de las mecánicas

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Extracto de la introducción: "Hablar sobre cómo las ideologías se reflejan a través de las mecánicas, del acto de jugar, es algo complejo y bastante más extenso de lo que se puede presentar en este capítulo. Lo que sí podemos hacer es analizar dos conceptos de mecánicas en concreto y, al contraponerlas, ver como ambas transmiten información al jugador y comparar qué acciones tiene este que realizar tomando como base la información que provee el videojuego. A continuación, se hablarán de mecánicas y dinámicas y de cómo se transmite información usando el lenguaje del videojuego, para después pasar a analizar dos conceptos de dinámicas en concreto: acumulación de recursos versus cuidados (o bien común). Usando estas dos categorías de dinámicas como base, compararemos como se transmiten estas informaciones a través de XCOM 2 (Firaxis Games, 2016), Moonlighter (Digital Sun, 2018) y This War of Mine (11 bit studios, 2014)."

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An ideological analysis of video games should include both the narrative and ludic dimensions, since there can be frictions between these two dimensions and they can even contradict one another. This article’s main aim is to analyze BioShock Infinite,an illustrative case study of these conflicts. On the one hand, it is a video game that portrays a dystopian narrative, aligning itself with this genre’s critical progressive tradition; on the other hand, its gameplay has an accentuated neoliberal bent. The analysis of BioShock Infinite also helps us to critically discuss certain trends in game design in contemporary mainstream video games that connect with and reinforce neoliberal values.
This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance of a formal definition of game mechanics.
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Traducción del alemán Este volumén corresponde a la séptima sección de la obra El capital
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