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Decoherence: La Hegemonía y las Industrias Culturales en juego
dc.rights.license | Atribución-NoComercial-CompartirIgual 4.0 Internacional |
dc.contributor.advisor | Sandoval, Carlos |
dc.contributor.advisor | Castellanos, Alexis |
dc.contributor.author | Triana Sánchez, Álvaro |
dc.date.accessioned | 2020-08-03T22:12:48Z |
dc.date.available | 2020-08-03T22:12:48Z |
dc.date.issued | 2020 |
dc.identifier.citation | Triana Sánchez Álvaro, Decoherence: La Hegemonía y las Industrias Culturales en juego, 2020 |
dc.identifier.uri | https://repositorio.unal.edu.co/handle/unal/77907 |
dc.description.abstract | Este proyecto de investigación busca analizar las relaciones hegemónicas de la Industria Cultural del videojuego, por medio de un caso de estudio enfocado en la empresa Efecto Studios y su juego de video Decoherence. Para lograr esto, se trabajó con entrevistas, encuestas y diarios de campo del trabajo en la empresa, así como imágenes, código fuente y el juego de video mismo. Usando el enfoque de la Serialidad Digital se busca profundizar en las relaciones de Hegemonía de la Industria de los juegos de video, con la intención de desestabilizar los discursos dominantes y abrir un espacio de discusión que permita llegar a una producción de videojuegos más diversa e incluyente. |
dc.description.abstract | This research project seeks to analyze the hegemonic relations of the Cultural Industry of the video game, through a case study focused on the company Efecto Studios and its video game Decoherence. To achieve this, we worked with interviews, surveys and field diaries of the work in the company, as well as images, source code and the video game itself. Using the Digital Seriality approach, we sought to deepen the relationships of Hegemony in the video game industry, with the intention of destabilizing the dominant discourses and opening a space for discussion that would lead to a more diverse and inclusive video game production. |
dc.format.extent | 173 |
dc.format.mimetype | application/pdf |
dc.language.iso | spa |
dc.rights | Derechos reservados - Universidad Nacional de Colombia |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-sa/4.0/ |
dc.subject.ddc | 790 - Deportes, juegos y entretenimiento::794 - Juegos de destreza de interior |
dc.subject.ddc | 170 - Ética (Filosofía moral)::175 - Ética de la recreación, ocio, espectáculos públicos, comunicación |
dc.subject.ddc | 300 - Ciencias sociales::301 - Sociología y antropología |
dc.title | Decoherence: La Hegemonía y las Industrias Culturales en juego |
dc.type | Otro |
dc.rights.spa | Acceso abierto |
dc.description.project | Decoherence: La Hegemonía y las Industrias Culturales en juego |
dc.description.additional | Línea de Investigación: Códigos y prácticas expresivas y estéticas |
dc.type.driver | info:eu-repo/semantics/other |
dc.type.version | info:eu-repo/semantics/acceptedVersion |
dc.publisher.program | Bogotá - Ciencias Humanas - Maestría en Estudios Culturales |
dc.contributor.researchgroup | IECO - Comunicación Visual |
dc.description.degreelevel | Maestría |
dc.publisher.branch | Universidad Nacional de Colombia - Sede Bogotá |
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dc.rights.accessrights | info:eu-repo/semantics/openAccess |
dc.subject.proposal | videojuegos |
dc.subject.proposal | video games |
dc.subject.proposal | industrias culturales |
dc.subject.proposal | cultural industries |
dc.subject.proposal | hegemony |
dc.subject.proposal | hegemonía |
dc.subject.proposal | artefacto cultural |
dc.subject.proposal | cultural artifact |
dc.subject.proposal | critical code studies |
dc.subject.proposal | estudios críticos del código |
dc.type.coar | http://purl.org/coar/resource_type/c_1843 |
dc.type.coarversion | http://purl.org/coar/version/c_ab4af688f83e57aa |
dc.type.content | Text |
oaire.accessrights | http://purl.org/coar/access_right/c_abf2 |
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