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  4. Revista Panamericana de Comunicación
  5. Año 4, No. 2. julio-diciembre (2022)
  6. La otredad latina en los videojuegos: de la selva a la pantalla
 
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La otredad latina en los videojuegos: de la selva a la pantalla

Journal
Revista Panamericana de Comunicación
Publisher
Universidad Panamericana, Escuela de Comunicación
Date Issued
2023
Author(s)
Bernstein, Gastón
Type
Resource Types::text::Non-primary product
URL
https://scripta.up.edu.mx/handle/20.500.12552/6454
Abstract
We are not only interested in rethinking the represen-tations of Latino Characters and of Latin America made by First World produced games -and the stereotypes that are implied- but also and mainly what happens with videogames produced in Latin American territory, and what type of representation is propose by way of re-sponse. It seems it’s not an easy task to escape self-era-sure (deliberately erasing the marks of one’s own cul-ture) or self-exoticization (lining up with the stereotype of otherness imposed by the hegemonic culture), at least for the vast majority of latino video games. In this paper, some particular cases are investigated and at the end some games are proposed as an alternative model to follow in terms of the representation of Latinos by Latinos
Subjects

Videojuegos

Representación

Latinoamérica

Latinos

Autoborramiento

Exotización

File(s)
57-66_Bernstein.pdf (1.27 MB)
License
Acceso Abierto
URL License
http://creativecommons.org/licenses/by-nc-sa/4.0
How to cite
Bernstein, G. . (2022). La otredad latina en los videojuegos: de la selva a la pantalla. Revista Panamericana De Comunicación, 4(2), 57–66. https://doi.org/10.21555/rpc.v4i2.2706
Table of contents
Latinos en videojuegos -- Videojuegos latinos -- Papo & yo (Minority Media INC., 2012) -- Aztech forgotten gods (Lienzo, 2021) -- Yaopan. Una historia de la conquista (UNAM, 2021) -- Dandara: trials of fear (Long hat house, 2018) -- Palabras finales

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