Posibilidades de los videojuegos no serios para el aprendizaje formal de la lengua y la literatura: Una propuesta de clasificación

2020 
espanolTradicionalmente, el ambito del videojuego se ha visto obligado a afrontar una percepcion social peyorativa e incluso despectiva: de estos productos se ha dicho que favorecen el sedentarismo y propician la obesidad infantil, que elevan los indices de violencia, que evaden de la realidad… Incluso se ha categorizado la adiccion a los mismos como “trastorno mental”, segun la OMS. Sin embargo, los videojuegos han demostrado tener numerosas implicaciones y posibilidades en diferentes ambitos, alejados de lo ludico: Medicina, Educacion, Psicologia, transformacion social… A traves de este documento, pretendemos visibilizar las posibilidades educativas de los videojuegos, incidiendo particularmente en el ambito de la Didactica de la Lengua y la Literatura. Para ello, llevaremos a cabo una revision bibliografica que culminara con el analisis narrativo y literario de dos videojuegos no serios que, por sus caracteristicas, resultan representativos de este planteamiento. EnglishTraditionally, the field of videogames has faced a pejorative and even derogatory social perception: of these products it has been said that they favour sedentary lifestyle and promote childhood obesity, which increase the rates of violence, which evade reality. Even the addiction to them as a mental disorder, according to the WHO. However, as we will see throughout this article video games have proven to have numerous possibilities in different areas far from the playful: Medicine, Education, Psychology, social transformation. Thus, the objective we pursue is to make visible the educational possibilities of video games , and not only seriousgames (understood as those whose main objective is training, minimizing the importance of the playful aspect), particularly affecting the field of Didactics of Language and Literature. To do this, we will carry out a bibliographical review of interest for research, we will offer a first proposal of cataloging videogames according to narrative and literary criteria and we will conclude with a brief narrative and literary analysis of two videogames of relative popularity that, due to their characteristics, they are representative of this approach.
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