History and national identity contained in video games: contemporary examples of Serious Games in Latin America
Video games are extremely and complex multifaceted tools and today their industry is one of the most important worldwide. In recent years there have been several debates about their effectiveness as teaching tools, since being highly interactive we can learn a lot with them, but on many occasions th...
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Universidad Nacional de Rosario
2025
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| Acceso en línea: | https://cuadernosdelciesal.unr.edu.ar/index.php/inicio/article/view/132 |
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I15-R228-article-1322025-05-10T23:16:30Z History and national identity contained in video games: contemporary examples of Serious Games in Latin America Historia e identidad nacional contenida en videojuegos: ejemplos contemporáneos de Serious Games en América Latina Rodríguez Herrejón , Guillermo Fernando Educación Didáctica Identidad Nacional Videojuegos Serious Games Education Didactics National Identity Video games Serious Games Video games are extremely and complex multifaceted tools and today their industry is one of the most important worldwide. In recent years there have been several debates about their effectiveness as teaching tools, since being highly interactive we can learn a lot with them, but on many occasions they are viewed with distrust. Commercial games contain many historical and identity elements, but tend to be inaccurate, since their objective is to entertain, however, there are also those that are created exclusively for the purpose of serving as educational tools. Therefore, this work aims to exemplify some cases of contemporary games that contain notions of national identity or historical content, to reflect on their importance as means of transmission, since they undoubtedly help to draw ideas from reality and should be cataloged like serious games. Specifically, cases of some efforts made by professionals, in history and related disciplines, from several Latin American countries, such as Argentina, Chile, Ecuador, Mexico and Peru, will be used to observe how educational projects have been built using these new technologies to promote National identity in recent years. Los videojuegos son herramientas multifacéticas sumamente complejas y hoy en día su industria es una de las más importantes a nivel mundial. En los últimos años ha habido varios debates en torno a su eficacia como herramientas didácticas, ya que al ser altamente interactivos se puede aprender mucho con ellos, pero en muchas ocasiones se les mira con desconfianza. Los juegos comerciales contienen muchos elementos históricos y de identidad, pero tienden a ser inexactos, ya que su objetivo es entretener, sin embargo, también existen los que son creados exclusivamente con el propósito de servir como herramientas educativas. Por lo tanto, este trabajo tiene como objetivo ejemplificar algunos casos de juegos contemporáneos que contengan nociones de identidad nacional o contenidos históricos, para reflexionar sobre su importancia como medios de transmisión, ya que sin dudas ayudan a dibujar ideas de la realidad y deben ser catalogados como serious games. Específicamente se usarán casos de algunos esfuerzos hechos por profesionales, en historia y disciplinas afines, desde varios países de América Latina, como Argentina, Chile, Ecuador, México y Perú, para observar cómo se han construido proyectos educativos en años recientes utilizando esas nuevas tecnologías para el impulso de la identidad nacional. Universidad Nacional de Rosario 2025-01-14 info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion application/pdf text/html https://cuadernosdelciesal.unr.edu.ar/index.php/inicio/article/view/132 10.35305/cc.v2i23.132 Cuadernos del Ciesal; Vol. 2 Núm. 23 (2024); 1-24 1853-8827 spa https://cuadernosdelciesal.unr.edu.ar/index.php/inicio/article/view/132/189 https://cuadernosdelciesal.unr.edu.ar/index.php/inicio/article/view/132/190 https://creativecommons.org/licenses/by-nc-sa/4.0 |
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Universidad Nacional de Rosario |
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I-15 |
| repository_str |
R-228 |
| container_title_str |
Cuadernos del CIESAL |
| language |
Español |
| format |
Artículo revista |
| topic |
Educación Didáctica Identidad Nacional Videojuegos Serious Games Education Didactics National Identity Video games Serious Games |
| spellingShingle |
Educación Didáctica Identidad Nacional Videojuegos Serious Games Education Didactics National Identity Video games Serious Games Rodríguez Herrejón , Guillermo Fernando History and national identity contained in video games: contemporary examples of Serious Games in Latin America |
| topic_facet |
Educación Didáctica Identidad Nacional Videojuegos Serious Games Education Didactics National Identity Video games Serious Games |
| author |
Rodríguez Herrejón , Guillermo Fernando |
| author_facet |
Rodríguez Herrejón , Guillermo Fernando |
| author_sort |
Rodríguez Herrejón , Guillermo Fernando |
| title |
History and national identity contained in video games: contemporary examples of Serious Games in Latin America |
| title_short |
History and national identity contained in video games: contemporary examples of Serious Games in Latin America |
| title_full |
History and national identity contained in video games: contemporary examples of Serious Games in Latin America |
| title_fullStr |
History and national identity contained in video games: contemporary examples of Serious Games in Latin America |
| title_full_unstemmed |
History and national identity contained in video games: contemporary examples of Serious Games in Latin America |
| title_sort |
history and national identity contained in video games: contemporary examples of serious games in latin america |
| description |
Video games are extremely and complex multifaceted tools and today their industry is one of the most important worldwide. In recent years there have been several debates about their effectiveness as teaching tools, since being highly interactive we can learn a lot with them, but on many occasions they are viewed with distrust. Commercial games contain many historical and identity elements, but tend to be inaccurate, since their objective is to entertain, however, there are also those that are created exclusively for the purpose of serving as educational tools. Therefore, this work aims to exemplify some cases of contemporary games that contain notions of national identity or historical content, to reflect on their importance as means of transmission, since they undoubtedly help to draw ideas from reality and should be cataloged like serious games. Specifically, cases of some efforts made by professionals, in history and related disciplines, from several Latin American countries, such as Argentina, Chile, Ecuador, Mexico and Peru, will be used to observe how educational projects have been built using these new technologies to promote National identity in recent years. |
| publisher |
Universidad Nacional de Rosario |
| publishDate |
2025 |
| url |
https://cuadernosdelciesal.unr.edu.ar/index.php/inicio/article/view/132 |
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2025-02-05T22:36:38Z |
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2025-06-04T05:02:12Z |
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