Revisión sistemática de investigaciones sobre videojuegos bélicos (2010-2020)

Autores/as

DOI:

https://doi.org/10.5944/rdh.42.2021.27570

Palabras clave:

Videojuegos bélicos, Educación, Pensamiento crítico, Diseño, Militarización, War videogames, Education, Critical thinking, Design, Militarization

Resumen

Resumen: Se analiza la producción científica sobre videojuegos bélicos. La metodología se sustenta en una revisión sistemática de estudios extraídos de bases de datos (Scopus, Web Of Science y Google Scholar), mediante un meta-análisis, siguiendo criterios de PRISMA-P2015 para identificar los enfoques y metodologías empleadas. Se encontraron 37 estudios entre 2010-2020 en cuatro ámbitos: educativo, psicológico, sociológico o antropológico y tecnológico. Los resultados ofrecen un panorama polarizado, un sector los considera plataformas de propaganda militarista; otro apuesta por utilizarlos como un recurso didáctico, permitiendo la inmersión virtual en acontecimientos históricos; y los técnicos señalan la conveniencia de diseñar videojuegos educativos con el asesoramiento de historiadores para dotarlos de mayor fiabilidad, además de incorporar misiones gamificadas que potencien su jugabilidad. Sin embargo, se precisan estudios que profundicen en la oportunidad que ofrecen estos instrumentos para impulsar el pensamiento crítico y la reflexión frente a la guerra y el sufrimiento de las víctimas.

Abstract: Scientific production on war videogames is analyzed. The methodology is based on a systematic review of studies extracted from databases (Scopus, Web of Science and Google Scholar), through a meta-analysis, following the criteria of PRISMA-P2015 to identify the approaches and methodologies used. Thirty-seven studies were found between 2010-2020 in four areas: educational, psychological, sociological or anthropological and technological. The results offer a polarized panorama, one sector considers them militarist propaganda platforms; another is committed to using them as a didactic resource, allowing virtual immersion in historical events; and the technicians point out the convenience of designing educational video games with the advice of historians to make them more reliable, in addition to incorporating gamified missions that enhance their playability. However, studies are needed to delve into the opportunity offered by these instruments to promote critical thinking and reflection in the face of war and the suffering of the victims.

Descargas

Biografía del autor/a

M.-Esther del-Moral-Pérez, Universidad de Oviedo

Catedrática de Universidad, Facultad de Formación del Profesorado y Educación Universidad de Oviedo

Christian Rodríguez-González, Universidad de Oviedo

Doctorando, Máster en Educación y TIC, Título de Maestro de Educcaión Primaria.

Citas

Alhabash, S., & Wise, K. (2015). Playing their game: changing stereotypes of Palestinians and Israelis through videogame play. New Media & Society, 17(8), 1358-1376. https://doi.org/10.1177/1461444814525010

Bean, A.M., Nielsen, R.K., Van Rooij, A.J., & Ferguson, C.J. (2017). Video game addiction: The push to pathologize video games. Professional Psychology: Research and Practice, 48(5), 378-389. https://doi.org/10.1037/pro0000150.

Boltz, L.O. (2017). “Like Hearing From Them in the Past”: The Cognitive-Affective Model of Historical Empathy in Video Game Play. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(4), 1-18. DOI: 10.4018/IJGCMS.2017100101

Burgess, M.C.; Dill, K.E.; Stermer, S.P.; Burgess, S.R.; & Brown, B.P. (2011). Playing with prejudice: The prevalence and consequences of racial stereotypes in video games. Media Psychology, 14(3), 289-311. DOI: 10.1080/15213269.2011.596467 https://bit.ly/37jlvT2

Camarero, J. (2019). Propuesta didáctica de Historia y videojuegos a partir del videojuego Total War: Rome II (Trabajo Fin de Máster). Universidad Pública de Navarra. https://bit.ly/2vu7m8I

Carvajal Gutiérrez,G.; Rojas Zambrano, P.A. y Murcia Londoño, E. (2016). El videojuego “El misterio de la pirámide”, una propuesta interactiva para el aprendizaje de las matemáticas. Anduli, 15, 177-188. http://dx.doi.org/10.12795/anduli.2016.i15.10

Carvalho, V.M. (2017). Videogames as Tools for Social Science History. The Historian, 79(4), 794-819. https://doi.org/10.1111/hisn.12674

Carvalho, B., Soares, M., Neves, A., Soares, G., & Lins, A. (2016). Virtual reality devices applied to digital games. A literature review. In M. Soares & F. Rebelo (ed.) Ergonomics in Design: Methods and Techniques, (pp. 125-136). Florida, USA: CRC Press.

Chapman, A. (2016). It’s hard to play in the trenches: World War I, collective memory and videogames. Game Studies, 16(2). https://bit.ly/3a0OUUk

Cheng, M.T., She, H.C., & Annetta, L.A. (2015). Game immersion experience: its hierarchical structure and impact on game‐based science learning. Journal of Computer Assisted Learning, 31(3), 232-253. https://doi.org/10.1111/jcal.12066

Christy, K.R., & Fox, J. (2016). Transportability and presence as predictors of avatar identification within narrative video games. Cyberpsychology, Behavior, and Social Networking, 19(4), 283-287. https://doi.org/10.1089/cyber.2015.0474

Clearwater, D.A. (2010). Living in a militarized culture: war, games and the experience of US empire. TOPIA: Canadian Journal of Cultural Studies, 23, 260-285. https://doi.org/10.3138/topia.23-24.260

Cuenca, J.M., & Martín, M.J. (2010). Virtual games in social science education. Computers & Education, 55(3), 1336-1345. https://doi.org/10.1016/j.compedu.2010.05.028

De Lope, R.P., Medina, N., Montes, R., Mora, A. & Gutiérrez, F.L. (2017, September). Designing educational games: Key elements and methodological approach. In 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), (pp. 63-70). New York: IEEE. DOI:10.1109/VS-GAMES.2017.8055812

De Smale, S., Kors, M.J., & Sandovar, A.M. (2019). The case of This War of Mine: A production studies perspective on moral game design. Games and Culture, 14(4), 387-409. https://doi.org/10.1177/1555412017725996

Del Moral, M.E., & Guzmán, A.P. (2017). Perfil de jugador virtual asociado a la motivación personal para jugar en CityVille. Revista de Educación a Distancia, 54, 1-20. DOI: http://dx.doi.org/10.6018/red/54/3

Díaz, J. (2014). El uso de la Gamificación en el tercer sector: el caso del videojuego “Contra viento y marea” de ACNUR. En M.J. Cartes-Barroso (coord.) Derechos humanos emergentes y periodismo, (pp. 315-323). Sevilla: Universidad de Sevilla.

Donald, I. (2019). Just War? War Games, War Crimes, and Game Design. Games and Culture, 14(4), 367-386. https://doi.org/10.1177/1555412017720359

Dyer-Witheford, N., & De Peuter, G. (2009). Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press.

Fisher, S. (2011). Playing with World War II: A small-scale study of Learning in Video Games. Loading..., 5(8), 71-89. https://bit.ly/3aJxzil

Forde, M. (2020). Tencent's TiMi Studios discuss Call of Duty: Mobile, Pokémon partnership, and 2020 trends. Pocket Gamer. https://bit.ly/3cOLFki

Frasca, G. (2009). Juego, videojuego y creación de sentido. Una introducción. Revista Internacional de Comunicación Audiovisual, Publicidad y Literatura, 1(7), 37-44. https://bit.ly/2VsJbRe

García-González, V. (2016). Explicar las guerras: didáctica de la guerra en las ciencias sociales. Opción: Revista de Ciencias Humanas y Sociales, 11, 567-587.

García-Moreno, R. (2017). La Historia a través de los videojuegos: La Guerra Fría en la saga Metal Gear (Trabajo Fin de Máster). Universidad de Valladolid. https://bit.ly/2W0jaKU

González, A., & Igartua, J.J. (2020). Dehumanization and Legitimization of Armed Conflicts in War Video Games. Palabra Clave, 23(1), e2314. http://dx.doi.org/10.5294/pacla.2019.23.1.4

Gish, H. (2010). Playing the Second World War: Call of Duty and the telling of history. Eludamos. Journal for Computer Game Culture, 4(2), 167-180.

Hanes, L., & Stone, R. (2019). A model of heritage content to support the design and analysis of video games for history education. Journal of Computers in Education, 6(4), 587-612. https://doi.org/10.1007/s40692-018-0120-2

Holdijk, E. (2016). Playing the Great War: Getting Historians Involved in Video Games (Doctoral dissertation). The University of Victoria, Canada. https://bit.ly/2tP1YMA

Maganuco, N.R., Costanzo, A., Midolo, L.R., Santoro, G., & Schimmenti, A. (2019). Impulsivity and alexithymia in virtual worlds: a study on players of World of WarCraft. Clinical Neuropsychiatry, 16(3), 127-134. https://bit.ly/2U0wei0

Maniega, D., Yanez, P., & Lara, P. (2011). Uso de un videojuego inmersivo 3D para el aprendizaje del español: El caso de" Lost in La Mancha". Revista ICONO14, 9(2), 101-121. https://doi.org/10.7195/ri14.v9i2.50

Marcano, B.E. (2014). Factores emocionales en el diseño y la ejecución de videojuegos y su valor formativo en la sociedad digital: El caso de los videojuegos bélicos (Vol. 344). (Tesis Doctoral). Salamanca: Ediciones Universidad de Salamanca. https://bit.ly/2YaXTiL

Metzger, S.A., & Paxton, R.J. (2016). Gaming history: A framework for what video games teach about the past. Theory & Research in Social Education, 44(4), 532-564. DOI: 10.1080/00933104.2016.1208596

Moher, D., Shamseer, L., Clarke, M., Ghersi, D., Liberati, A., Petticrew, M., Shekelle, P., Stewart, L.A. & PRISMA-P Group (2015). Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement. Systematic Reviews, 4(1). https://doi.org/10.1186/2046-4053-4-1

Nardone, R. (2017). Videogames between ethics and politics. Ricerche di Pedagogia e Didattica. Journal of Theories and Research in Education, 12(2), 41-55. https://rpd.unibo.it/article/view/7072/6799

Navarro, J. (2017). El videojugador. Barcelona: Anagrama.

O’Neill, K. & Feenstra, B. (2016). ‘Honestly, I Would Stick with the Books’: Young Adults’ Ideas about a Videogame as a Source of Historical Knowledge. Game Studies, 16(2). http://gamestudies.org/1602/articles/oneilfeenstra

Örtqvist, D., & Liljedahl, M. (2010). Immersion and gameplay experience: A contingency framework. International Journal of Computer Games Technology, 1-12. https://doi.org/10.1155/2010/613931

Payne, M.T. (2014). War bytes: the critique of militainment in Spec Ops: The Line. Critical Studies in Media Communication, 31(4), 265-282. https://doi.org/10.1080/15295036.2014.881518

Pötzsch, H. (2017). Selective realism: Filtering experiences of war and violence in first-and third-person shooters. Games and culture, 12(2), 156-178. https://doi.org/10.1177/1555412015587802

Robinson, N. (2012). Video games, Persuasion and the War on Terror: Escaping or Embedding the Military—Entertainment Complex?. Political Studies, 60(3), 504-522. https://doi.org/10.1111/j.1467-9248.2011.00923.x

Robinson, N., & Schulzke, M. (2016). Visualizing War? Towards a Visual Analysis of Videogames and Social Media. Perspectives on Politics, 14(4), 995-1010. https://bit.ly/2ON2Ubv

Rookwood, J., & Palmer, C. (2011). Invasion games in war‐torn nations: can football help to build peace?. Soccer & Society, 12(2), 184-200. https://doi.org/10.1080/14660970.2011.548356

Saber, D., & Webber, N. (2017). ‘This is our Call of Duty’: hegemony, history and resistant videogames in the Middle East. Media, Culture & Society, 39(1), 77-93. https://doi.org/10.1177/0163443716672297

Shaw, I.G.R. (2010). Playing war. Social & Cultural Geography, 11(8), 789-803. https://doi.org/10.1080/14649365.2010.521855

Sherry, J.L., Lucas, K., Greenberg, B.S., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference. Playing video games: Motives, responses, and consequences, 24(1), 213-224. https://bit.ly/3e5gPnM

Šisler, V. (2016). Contested Memories of War in Czechoslovakia 38-89: Assassination: Designing a Serious Game on Contemporary History. Game Studies, 16(2). https://bit.ly/2W4mlj6

Teng, Z., Nie, Q., Guo, C., Zhang, Q., Liu, Y., & Bushman, B. J. (2019). A longitudinal study of link between exposure to violent video games and aggression in Chinese adolescents: The mediating role of moral disengagement. Developmental Psychology, 55(1), 184–195. https://doi.org/10.1037/dev0000624

Unsworth, N.; Redick, T.S.; McMillan, B.D.; Hambrick, D.Z., Kane, M.J. & Engle, R.W. (2015). Is playing video games related to cognitive abilities?. Psychological science, 26(6), 759-774. https://doi.org/10.1177/0956797615570367

Verino, C.L. (2019). Aspectos hollywoodenses de la imagen de Segunda Guerra Mundial recreada en Call Of Duty. E-tramas, 4, 46-57. https://bit.ly/2Qlbdwb

Walk, W., Görlich, D., & Barrett, M. (2017). Design, dynamics, experience (DDE): an advancement of the MDA framework for game design. In O. Korn & N. Lee (ed.), Game Dynamics, (pp. 27-45). Cham: Springer. https://doi.org/10.1007/978-3-319-53088-8_3

Watson, W.R.; Mong, C.J.; & Harris, C.A. (2011). A case study of the in-class use of a video game for teaching high school history. Computers & Education, 56(2), 466-474. https://doi.org/10.1016/j.compedu.2010.09.007

Weibel, D., & Wissmath, B. (2011). Immersion in computer games: The role of spatial presence and flow. International Journal of Computer Games Technology, 2011. https://doi.org/10.1155/2011/282345

West, J., Chu, M., Crooks, L., & Bradley-Ho, M. (2018). Strategy war games: how business can outperform the competition. Journal of Business Strategy, 39(6), 3-12. https://doi.org/10.1108/JBS-11-2017-0154

Zaib. A., Hool, D., & Hlavacs, H. (2017). Engagement in games: Developing an instrument to measure consumer videogame engagement and its validation. International Journal of Computer Games Technology, ID 7363925, 1-11. https://doi.org/10.1155/2017/7363925

Descargas

Publicado

2021-05-04

Cómo citar

del-Moral-Pérez, M.-E., & Rodríguez-González, C. (2021). Revisión sistemática de investigaciones sobre videojuegos bélicos (2010-2020). Revista De Humanidades, (42), 205–228. https://doi.org/10.5944/rdh.42.2021.27570

Número

Sección

Artículos

Artículos similares

1 2 3 4 5 6 7 8 > >> 

También puede Iniciar una búsqueda de similitud avanzada para este artículo.