La simulación de las noticias como herramienta inmersiva para la reflexión crítica de los usuarios : newsgames en Argentina, el caso de Shitty Games (2014-2020)
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Facultad de Ciencia Política y Relaciones Internacionales
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Este proyecto de tesis se propone investigar cómo los newsgames, videojuegos
que mixturan el funcionamiento lúdico con el informativo, pueden crear
condiciones para la reflexión de sus usuarios al permitirles jugar con simulaciones
de hechos noticiosos. Para hacerlo, se describe la experiencia de newsgames más
importante en la Argentina.
Desde la ecología de los medios como marco teórico, se analizan las nuevas
intersecciones digitales entre juegos y periodismo. Para comprender el fenómeno
se pasa revista a las transformaciones comunicacionales, económicas y culturales
que hicieron posible esta hibridación. Los novedosos contenidos resultantes,
lúdicos e hipertextuales, breves y de fácil consumo, se integran con naturalidad en
las narrativas transmedia que dominan el ecosistema actual al responder a las
demandas de las audiencias y a sus novedosas maneras de socializar su consumo.
El objetivo de este texto es explorar las capacidades de los newgames, una
temática poco investigada en nuestro país, para promover el pensamiento crítico.
El proyecto Shitty Games (2014-2020) permite observar los rasgos del fenómeno
y contribuye a su comprensión. Se desarrolló también un prototipo de baja
funcionalidad que colabora en el entendimiento de este género lúdico-periodístico
en su dimensión productiva.
This thesis project aims to investigate how newsgames, video games that mix playful and informative functions, can create conditions for the reflection of their users by allowing them to play with simulations of news events. In order to do so, the most important newsgames experience in Argentina is analyzed. From the media ecology as a theoretical framework, the new digital intersections between games and journalism are analyzed. In order to understand the phenomenon, we review the communicational, economic and cultural transformations that made this hybridization possible. The resulting novel contents, playful and hypertextual, brief and easy to consume, are naturally integrated into the transmedia narratives that dominate the current ecosystem by responding to the demands of audiences and their new ways of socializing their consumption. The aim of this text is to explore the capabilities of the newgames, a subject little researched in our country, to promote critical thinking. The Shitty Games project (2014-2020) allows us to observe the features of the phenomenon and contributes to its understanding. A low-functionality prototype was also developed to collaborate in the understanding of this playful-journalistic genre in its productive dimension.
This thesis project aims to investigate how newsgames, video games that mix playful and informative functions, can create conditions for the reflection of their users by allowing them to play with simulations of news events. In order to do so, the most important newsgames experience in Argentina is analyzed. From the media ecology as a theoretical framework, the new digital intersections between games and journalism are analyzed. In order to understand the phenomenon, we review the communicational, economic and cultural transformations that made this hybridization possible. The resulting novel contents, playful and hypertextual, brief and easy to consume, are naturally integrated into the transmedia narratives that dominate the current ecosystem by responding to the demands of audiences and their new ways of socializing their consumption. The aim of this text is to explore the capabilities of the newgames, a subject little researched in our country, to promote critical thinking. The Shitty Games project (2014-2020) allows us to observe the features of the phenomenon and contributes to its understanding. A low-functionality prototype was also developed to collaborate in the understanding of this playful-journalistic genre in its productive dimension.

