History and national identity contained in video games: contemporary examples of Serious Games in Latin America

Video games are extremely and complex multifaceted tools and today their industry is one of the most important worldwide. In recent years there have been several debates about their effectiveness as teaching tools, since being highly interactive we can learn a lot with them, but on many occasions th...

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Autor principal: Rodríguez Herrejón , Guillermo Fernando
Formato: Artículo revista
Lenguaje:Español
Publicado: Universidad Nacional de Rosario 2025
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Acceso en línea:https://cuadernosdelciesal.unr.edu.ar/index.php/inicio/article/view/132
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spelling I15-R228-article-1322025-05-10T23:16:30Z History and national identity contained in video games: contemporary examples of Serious Games in Latin America Historia e identidad nacional contenida en videojuegos: ejemplos contemporáneos de Serious Games en América Latina Rodríguez Herrejón , Guillermo Fernando Educación Didáctica Identidad Nacional Videojuegos Serious Games Education Didactics National Identity Video games Serious Games Video games are extremely and complex multifaceted tools and today their industry is one of the most important worldwide. In recent years there have been several debates about their effectiveness as teaching tools, since being highly interactive we can learn a lot with them, but on many occasions they are viewed with distrust. Commercial games contain many historical and identity elements, but tend to be inaccurate, since their objective is to entertain, however, there are also those that are created exclusively for the purpose of serving as educational tools. Therefore, this work aims to exemplify some cases of contemporary games that contain notions of national identity or historical content, to reflect on their importance as means of transmission, since they undoubtedly help to draw ideas from reality and should be cataloged like serious games. Specifically, cases of some efforts made by professionals, in history and related disciplines, from several Latin American countries, such as Argentina, Chile, Ecuador, Mexico and Peru, will be used to observe how educational projects have been built using these new technologies to promote National identity in recent years. Los videojuegos son herramientas multifacéticas sumamente complejas y hoy en día su industria es una de las más importantes a nivel mundial. En los últimos años ha habido varios debates en torno a su eficacia como herramientas didácticas, ya que al ser altamente interactivos se puede aprender mucho con ellos, pero en muchas ocasiones se les mira con desconfianza. Los juegos comerciales contienen muchos elementos históricos y de identidad, pero tienden a ser inexactos, ya que su objetivo es entretener, sin embargo, también existen los que son creados exclusivamente con el propósito de servir como herramientas educativas. Por lo tanto, este trabajo tiene como objetivo ejemplificar algunos casos de juegos contemporáneos que contengan nociones de identidad nacional o contenidos históricos, para reflexionar sobre su importancia como medios de transmisión, ya que sin dudas ayudan a dibujar ideas de la realidad y deben ser catalogados como serious games. Específicamente se usarán casos de algunos esfuerzos hechos por profesionales, en historia y disciplinas afines, desde varios países de América Latina, como Argentina, Chile, Ecuador, México y Perú, para observar cómo se han construido proyectos educativos en años recientes utilizando esas nuevas tecnologías para el impulso de la identidad nacional. Universidad Nacional de Rosario 2025-01-14 info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion application/pdf text/html https://cuadernosdelciesal.unr.edu.ar/index.php/inicio/article/view/132 10.35305/cc.v2i23.132 Cuadernos del Ciesal; Vol. 2 Núm. 23 (2024); 1-24 1853-8827 spa https://cuadernosdelciesal.unr.edu.ar/index.php/inicio/article/view/132/189 https://cuadernosdelciesal.unr.edu.ar/index.php/inicio/article/view/132/190 https://creativecommons.org/licenses/by-nc-sa/4.0
institution Universidad Nacional de Rosario
institution_str I-15
repository_str R-228
container_title_str Cuadernos del CIESAL
language Español
format Artículo revista
topic Educación
Didáctica
Identidad Nacional
Videojuegos
Serious Games
Education
Didactics
National Identity
Video games
Serious Games
spellingShingle Educación
Didáctica
Identidad Nacional
Videojuegos
Serious Games
Education
Didactics
National Identity
Video games
Serious Games
Rodríguez Herrejón , Guillermo Fernando
History and national identity contained in video games: contemporary examples of Serious Games in Latin America
topic_facet Educación
Didáctica
Identidad Nacional
Videojuegos
Serious Games
Education
Didactics
National Identity
Video games
Serious Games
author Rodríguez Herrejón , Guillermo Fernando
author_facet Rodríguez Herrejón , Guillermo Fernando
author_sort Rodríguez Herrejón , Guillermo Fernando
title History and national identity contained in video games: contemporary examples of Serious Games in Latin America
title_short History and national identity contained in video games: contemporary examples of Serious Games in Latin America
title_full History and national identity contained in video games: contemporary examples of Serious Games in Latin America
title_fullStr History and national identity contained in video games: contemporary examples of Serious Games in Latin America
title_full_unstemmed History and national identity contained in video games: contemporary examples of Serious Games in Latin America
title_sort history and national identity contained in video games: contemporary examples of serious games in latin america
description Video games are extremely and complex multifaceted tools and today their industry is one of the most important worldwide. In recent years there have been several debates about their effectiveness as teaching tools, since being highly interactive we can learn a lot with them, but on many occasions they are viewed with distrust. Commercial games contain many historical and identity elements, but tend to be inaccurate, since their objective is to entertain, however, there are also those that are created exclusively for the purpose of serving as educational tools. Therefore, this work aims to exemplify some cases of contemporary games that contain notions of national identity or historical content, to reflect on their importance as means of transmission, since they undoubtedly help to draw ideas from reality and should be cataloged like serious games. Specifically, cases of some efforts made by professionals, in history and related disciplines, from several Latin American countries, such as Argentina, Chile, Ecuador, Mexico and Peru, will be used to observe how educational projects have been built using these new technologies to promote National identity in recent years.
publisher Universidad Nacional de Rosario
publishDate 2025
url https://cuadernosdelciesal.unr.edu.ar/index.php/inicio/article/view/132
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