Tecnonacionalismo: El videojuego como objeto de estudio en las Ciencias Sociales

  1. Moreno Cantano, Antonio César 1
  1. 1 Universidad Complutense de Madrid
    info

    Universidad Complutense de Madrid

    Madrid, España

    ROR 02p0gd045

Journal:
Tiempo devorado: revista de historia actual

ISSN: 2385-5452

Year of publication: 2022

Issue Title: Call of History. Videojoc, memòria i control al segle XXI

Volume: 7

Issue: 1

Pages: 33-58

Type: Article

DOI: 10.5565/REV/TDEVORADO.163 DIALNET GOOGLE SCHOLAR lock_openOpen access editor

More publications in: Tiempo devorado: revista de historia actual

Abstract

In recent years, states have been using video games as part of their strategies of cultural diplomacy and nationalist reaffirmation. This technonationalism, with a strong propagandistic and geopolitical component, makes this format an object of study of relevance for a better understanding of the social sciences in the 21st century. Our essay will provide examples of this dynamic, which reaffirm the political character of the video game and will propose different theoretical and methodological frameworks for its analysis and understanding from a multiple prism, ranging from International Relations to Political Science, including paradigms of Sociology or Social Communication. As a preliminary result, we can highlight the importance of all those essays that use the video game medium to obtain a better understanding of contemporary issues, as its interdisciplinary and multimodal character makes it a participant in phenomena of very diverse and varied origin, being a relevant component within the geopolitical strategies of the main state actors.

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