Decoherence: La Hegemonía y las Industrias Culturales en juego

dc.contributor.advisorSandoval, Carlosspa
dc.contributor.advisorCastellanos, Alexisspa
dc.contributor.authorTriana Sánchez, Álvarospa
dc.contributor.researchgroupIECO - Comunicación Visualspa
dc.date.accessioned2020-08-03T22:12:48Zspa
dc.date.available2020-08-03T22:12:48Zspa
dc.date.issued2020spa
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.spa
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.spa
dc.description.additionalLínea de Investigación: Códigos y prácticas expresivas y estéticasspa
dc.description.degreelevelMaestríaspa
dc.description.projectDecoherence: La Hegemonía y las Industrias Culturales en juegospa
dc.format.extent173spa
dc.format.mimetypeapplication/pdfspa
dc.identifier.citationTriana Sánchez Álvaro, Decoherence: La Hegemonía y las Industrias Culturales en juego, 2020spa
dc.identifier.urihttps://repositorio.unal.edu.co/handle/unal/77907
dc.language.isospaspa
dc.publisher.branchUniversidad Nacional de Colombia - Sede Bogotáspa
dc.publisher.programBogotá - Ciencias Humanas - Maestría en Estudios Culturalesspa
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dc.rightsDerechos reservados - Universidad Nacional de Colombiaspa
dc.rights.accessrightsinfo:eu-repo/semantics/openAccessspa
dc.rights.licenseAtribución-NoComercial-CompartirIgual 4.0 Internacionalspa
dc.rights.spaAcceso abiertospa
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/spa
dc.subject.ddc790 - Deportes, juegos y entretenimiento::794 - Juegos de destreza de interiorspa
dc.subject.ddc170 - Ética (Filosofía moral)::175 - Ética de la recreación, ocio, espectáculos públicos, comunicaciónspa
dc.subject.ddc300 - Ciencias sociales::301 - Sociología y antropologíaspa
dc.subject.proposalvideojuegosspa
dc.subject.proposalvideo gameseng
dc.subject.proposalindustrias culturalesspa
dc.subject.proposalcultural industrieseng
dc.subject.proposalhegemonyeng
dc.subject.proposalhegemoníaspa
dc.subject.proposalartefacto culturalspa
dc.subject.proposalcultural artifacteng
dc.subject.proposalcritical code studieseng
dc.subject.proposalestudios críticos del códigospa
dc.titleDecoherence: La Hegemonía y las Industrias Culturales en juegospa
dc.typeTrabajo de grado - Maestríaspa
dc.type.coarhttp://purl.org/coar/resource_type/c_bdccspa
dc.type.coarversionhttp://purl.org/coar/version/c_ab4af688f83e57aaspa
dc.type.contentTextspa
dc.type.driverinfo:eu-repo/semantics/masterThesisspa
dc.type.versioninfo:eu-repo/semantics/acceptedVersionspa
oaire.accessrightshttp://purl.org/coar/access_right/c_abf2spa

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