Conpsumptionscapes: videogame stereotypes and Latin-American cities environments. Case: Uncharted 3: Drake’s Deception / Uncharted 4: The Thief End

IF 0.4 4区 历史学 Q1 HISTORY Culture & History Digital Journal Pub Date : 2020-09-11 DOI:10.3989/chdj.2020.003
C. Rossi
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引用次数: 0

Abstract

espanolConpsumptionscapes: estereotipos de videojuegos y ambientes urbanos de Latinoamerica. Casos de estudio: Uncharted 3: Drake’s Deception / Uncharted 4: The Thief End.- El paisaje de consumo se refiere al contexto en el que las necesidades basicas de una sociedad se determinan diariamente. La pequena tienda en el barrio y el mercado de calle, son estructuras arquitectonicas o espacios urbanos, que dieron forma a la vida de las ciudades como la conocemos hoy. Los centros comerciales son la evolucion de estos formatos de construccion y pueden caracterizar la vida contemporanea. El ejercicio propuesto por este articulo es revisar la condicion de los contextos de consumo en los que se desarrolla la narrativa de los videojuegos a traves del estudio y la seleccion de casos (Uncharted 3: Drake’s Deception / Uncharted 4: A Tief’s End) que demuestran que, el paisaje urbano con el que se representan nuestras ciudades aparece como un contexto cargado de estereotipos donde la vida cotidiana tiene lugar. El foco de la investigacion esta en la representacion de la ciudad historica latinoamericana como un territorio modelado espacialmente y estereotipada como un contexto narrativo jugable. No es importante determinar si la historia se desarrolla dentro de un espacio comercial, sino proponer la idea transversal de que los contextos de consumo que estructuran dichos paisajes y que determinan las logicas culturales donde se desarrolla la trama. Los paisajes de consumo son la construccion espacial, cultural e historica (al mismo tiempo) que da sentido a la narrativa y representa una realidad aumentada de nuestras ciudades: extensa, inmersiva y sugerente, pero tambien perversa. EnglishThe consumption landscape refers to the context in which the daily basic needs of a society are determined. The small store in the neighborhood and the street market are architectural structures or urban spaces which shape the lives of cities as we know them today. Shopping centres are the evolution of these building formats and can characterize contemporary life. The exercise proposed by this article is to review the condition of the contexts of consumption in which the narrative of video games are developed through the study and selection of cases (Uncharted 3: Drake’s Deception / Uncharted 4: A Thief’s End). These demonstrate that the urban landscape with which our cities are represented appears as scenarios loaded with stereotypes. The emphasis of this research is on the representation of the historical Latin American city as a spatially modelled and stereotyped territory where the narrative is contextualized. This article does not focus on how the story develops within a commercial space but instead proposes a transversal idea that the consumption contexts are landscapes determined by cultural logics where the plot occurs. Consumption landscapes are the simultaneous spatial, cultural and historical constructions that give meaning to a narrative and represent an augmented reality of our cities: extensive, immersive and suggestive, but also perverse.
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Conpsumptionscapes:电子游戏的刻板印象和拉丁美洲的城市环境。案例:《神秘3:德雷克的骗局》/《神秘4:盗贼终结》
西班牙语简历:拉丁美洲电子游戏和城市环境的刻板印象。案例研究:不为人知的3:德雷克的欺骗/不为人知的4:小偷的结局。-消费景观是指一个社会的基本需求每天都在确定的背景。邻里的小商店和街头市场是建筑结构或城市空间,它们塑造了我们今天所知道的城市生活。购物中心是这些建筑形式的演变,可以表征当代生活。本文提出的练习是通过研究和案例选择(Uncharted 3:Drake's Deception/Uncharted 4:A Tief's End)来回顾电子游戏叙事发展的消费环境的状况,这些案例表明,我们城市所代表的城市景观似乎是一个充满日常生活发生的刻板印象的环境。研究的重点是将拉丁美洲历史城市描绘成一个空间造型的领土,并将其刻板印象为可播放的叙事背景。重要的不是要确定历史是否在商业空间内发展,而是要提出一种横向的概念,即构成这些景观的消费背景以及决定情节发展的文化逻辑。消费景观是(同时)赋予叙事意义并代表我们城市增强现实的空间、文化和历史建筑:广泛、沉浸式和暗示性,但也是反常的。英语消费景观是指确定社会日常基本需求的背景。正如我们今天所知,附近的小商店和街头市场是塑造城市生活的建筑结构或城市空间。购物中心是这些建筑形式的演变,可以表征当代生活。这篇文章提出的练习是通过研究和案例选择(Uncharted 3:德雷克的欺骗/Uncharted 4:小偷的结局)来审查电子游戏叙事发展的消费背景条件。这些表明,我们城市所代表的城市景观似乎是带有刻板印象的场景。这项研究的重点是将历史悠久的拉丁美洲城市描绘成一个以空间为模式和刻板印象的领土,在那里叙述是背景化的。这篇文章不关注故事是如何在商业空间中发展的,而是提出了一种横向的观点,即消费环境是由情节发生地的文化逻辑决定的景观。消费景观是同时存在的空间、文化和历史结构,赋予了叙事的意义,代表了我们城市日益增长的现实:广泛、沉浸式和暗示性,但也是反常的。
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来源期刊
CiteScore
0.60
自引率
0.00%
发文量
13
审稿时长
48 weeks
期刊介绍: Culture & History Digital Journal features original scientific articles and review articles, aimed to contribute to the methodological debate among historians and other scholars specialized in the fields of Human and Social Sciences, at an international level. Using an interdisciplinary and transversal approach, this Journal poses a renovation of the studies on the past, relating them and dialoguing with the present, breaking the traditional forms of thinking based on chronology, diachronic analysis, and the classical facts and forms of thinking based exclusively on textual and documental analysis. By doing so, this Journal aims to promote not only new subjects of History, but also new forms of addressing its knowledge.
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