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Title: El videojuego como herramienta en el método utópico para entrenar la imaginación crítica
Author: Marín-Rubio, Kevin  
Tutor: Gómez-Franco, Irene  
Abstract: When confronted with the narrative of ecological, nuclear, or pandemic collapse, we can only resign ourselves to the apocalypse or await salvation; thus, imagination collapses, along with the time to dispute our living conditions. Consequently, emancipation today requires to strange oneself from this narrative, for which Marina Garcés suggests cultivating what she coins as critical imagination. With the same enthusiasm, the purpose of this work was to evaluate the potential of video games as a tool in Ruth Levitas' utopian method for training critical imagination. To achieve this, the four most prominent perspectives in the field of video game studies for social transformation were examined. It was concluded that video games have certain potential to stimulate critical imagination, with variations depending on the approach. In particular, Stefano Gualeni's approach of augmented ontology showed the greatest potential. It proposes the ontological alteration of the status quo as a distinctive feature of video games. Therefore, by focusing on this alteration instead of solving a specific problem, it allows for questioning the premises of thought. This can promote estrangement and, as a result, critical imagination. This work aims to contribute to research on the potential of video games for emancipation by highlighting some key aspects into what is played, how it is played, and why; raising new questions for both the theory and the critical and imaginative practice of video games.
Keywords: video games
Document type: info:eu-repo/semantics/masterThesis
Issue Date: 23-Jan-2023
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