Abstract
The intensive development of the game industry has not gone unnoticed by the digital ecosystem, let alone by the academic environment in which new terminologies are beginning to appear, such as serious games, game based-learning, gamification, which, although they enrich the epistemic panorama and the theoretical configuration of games, have also caused a disorganized and impractical oversaturation when applied in multiple contexts, especially within the field of communication. Recognizing such circumstances, this chapter is articulated in two sections that aim to provide a theorization accompanied by real cases that support the importance of the game today. To this end, in the first section, a conceptual exploration of the convergence between game-culture, game-information and communication technologies (ICT) and, of course, game learning and knowledge technologies (LKT) is carried out. This exploration seeks to demonstrate the relationship with culture from the classical and contemporary point of view; likewise, with regard to ICTs, it is intended to make a tour through radical transformations produced by the emergence of new technologies, especially in interaction, in the habits of young people and in the construction of a transmedia narrative; while on the part of TACs, it seeks to present the usefulness of the game in the development of knowledge and learning, as well as the series of pedagogical alternatives accompanied by the game that have favored teaching.
Translated title of the contribution | Games, Culture and Technology |
---|---|
Original language | Spanish (Ecuador) |
Title of host publication | La comunicación en el escenario digital. Actualidad, retos y prospectivas |
Publisher | Pearson Education |
Pages | 1-28 |
Number of pages | 28 |
ISBN (Print) | 978-607-32-4859-4 |
State | Published - 31 Mar 2019 |
CACES Knowledge Areas
- 413A Social and Cultural Studies