Juegos, Cultura y Tecnología

Translated title of the contribution: Games, Culture and Technology

Research output: Chapter in Book/Report/Conference proceedingChapter


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 contributionGames, Culture and Technology
Original languageSpanish (Ecuador)
Title of host publicationLa comunicación en el escenario digital. Actualidad, retos y prospectivas
PublisherPearson Education
Number of pages28
ISBN (Print)978-607-32-4859-4
StatePublished - 31 Mar 2019

CACES Knowledge Areas

  • 413A Social and Cultural Studies


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