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dc.rights.licenseAtribución-NoComercial-CompartirIgual 4.0 Internacional
dc.contributor.advisorSandoval, Carlos
dc.contributor.advisorCastellanos, Alexis
dc.contributor.authorTriana Sánchez, Álvaro
dc.date.accessioned2020-08-03T22:12:48Z
dc.date.available2020-08-03T22:12:48Z
dc.date.issued2020
dc.identifier.citationTriana Sánchez Álvaro, Decoherence: La Hegemonía y las Industrias Culturales en juego, 2020
dc.identifier.urihttps://repositorio.unal.edu.co/handle/unal/77907
dc.description.abstractEste 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.abstractThis 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.extent173
dc.format.mimetypeapplication/pdf
dc.language.isospa
dc.rightsDerechos reservados - Universidad Nacional de Colombia
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/
dc.subject.ddc790 - Deportes, juegos y entretenimiento::794 - Juegos de destreza de interior
dc.subject.ddc170 - Ética (Filosofía moral)::175 - Ética de la recreación, ocio, espectáculos públicos, comunicación
dc.subject.ddc300 - Ciencias sociales::301 - Sociología y antropología
dc.titleDecoherence: La Hegemonía y las Industrias Culturales en juego
dc.typeOtro
dc.rights.spaAcceso abierto
dc.description.projectDecoherence: La Hegemonía y las Industrias Culturales en juego
dc.description.additionalLínea de Investigación: Códigos y prácticas expresivas y estéticas
dc.type.driverinfo:eu-repo/semantics/other
dc.type.versioninfo:eu-repo/semantics/acceptedVersion
dc.publisher.programBogotá - Ciencias Humanas - Maestría en Estudios Culturales
dc.contributor.researchgroupIECO - Comunicación Visual
dc.description.degreelevelMaestría
dc.publisher.branchUniversidad Nacional de Colombia - Sede Bogotá
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dc.rights.accessrightsinfo:eu-repo/semantics/openAccess
dc.subject.proposalvideojuegos
dc.subject.proposalvideo games
dc.subject.proposalindustrias culturales
dc.subject.proposalcultural industries
dc.subject.proposalhegemony
dc.subject.proposalhegemonía
dc.subject.proposalartefacto cultural
dc.subject.proposalcultural artifact
dc.subject.proposalcritical code studies
dc.subject.proposalestudios críticos del código
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dc.type.coarversionhttp://purl.org/coar/version/c_ab4af688f83e57aa
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Atribución-NoComercial-CompartirIgual 4.0 InternacionalEsta obra está bajo licencia internacional Creative Commons Reconocimiento-NoComercial 4.0.Este documento ha sido depositado por parte de el(los) autor(es) bajo la siguiente constancia de depósito