Patrimonio textual de los videojuegos. Hacia unos criterios de selección y clasificación
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Universitat d'Alacant
info
- Pedro M. Cátedra (dir.)
- Juan Miguel Valero (dir.)
Éditorial: Instituto de Estudios Medievales y Renacentistas y de Humanidades Digitales, IEMYRhd ; Universidad de Salamanca
ISBN: 978-84-121557-0-9, 978-84-121557-8-5
Année de publication: 2021
Titre du volume: Lectura, edición académica y creación literaria en el medio digital
Volumen: 8
Pages: 247-262
Type: Chapitre d'ouvrage
Résumé
Among the new cultural productions of the 20th and 21st centuries, video games occupy a prominent place, either because of the pejorative view that sees them as distractions from the enjoyment of the classical arts, either because of the infinity of facets they offer and the growing relevance they are acquiring as a leisure product. In recent years we find a progressive academic recognition (although still minimal) of its artistic qualities and its didactic possibilities. However, it is a still unknown world with multiple models and constantly evolving. The following work proposes, in the first place, an approximation of selection criteria to identify relevant videogames from a cultural and pedagogical perspective. Some models of relevant works will be shown, either because of their relationship with literary texts, or because of the new forms of communication they propose to us. Secondly, some concrete examples are selected, where the textual and artistic heritage is a relevant argumental element in the configuration of some videogames. The perspective of this research starts from the digital humanities and the didactics of language and literature, with the intention of offering a scientific analysis and a proposal of didactic use of these electronic products, which are already part of the textual heritage of the 20th and the 21th centuries.