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Advisor(s)
Abstract(s)
Los monstruos, como criatura folclórica o fantástica propia
de las ficciones de ayer y de hoy, han llegado a constituir
una metáfora de la otredad. Depositarios de todos nuestros
miedos y recelos, lo cierto es que diversos discursos
históricos no necesariamente veraces, proyectados desde
los intereses de las élites de algunos endogrupos, han
llegado a moldearlos para seguir perpetuando ideas de
discriminación, rechazo y odio, en aras del mantenimiento
de un régimen social que favorece la supremacía de una
raza o etnia sobre otras y condena la diferencia y el desvío.
Este planteamiento es, precisamente, del que parten las
sagas videolúdicas Dragon Age (2009-2014) y The Witcher
(2007-2025). A través de las posibilidades significativas
que les permite la ludonarrativa, así como los parámetros
estructurales y discursivos del género de rol, ambos títulos
logran colocar al jugador en diversas tesituras morales
que le llevarán a poner en tela de juicio algunos de estos
discursos.
Monsters, as folkloric or fantastical creatures inherent in the fictions of yesterday and today, have come to constitute a metaphor of otherness. As repositories of all our fears and suspicions, the truth is that various historical discourses, not necessarily truthful, projected from the interests of the elites of certain in-groups, have shaped them to perpetuate ideas of discrimination, rejection, and hatred, in order to maintain a social regime that favors the supremacy of one race or ethnicity over others and condemns difference and deviation. This perspective is precisely what underpins the videogame sagas Dragon Age (2009-2014) and The Witcher (2007-2025). Through the significant possibilities afforded by ludonarrative, as well as the structural and discursive parameters of the role-playing genre, both titles succeed in placing the player in various moral dilemmas that lead them to question some of these discourses.
Monsters, as folkloric or fantastical creatures inherent in the fictions of yesterday and today, have come to constitute a metaphor of otherness. As repositories of all our fears and suspicions, the truth is that various historical discourses, not necessarily truthful, projected from the interests of the elites of certain in-groups, have shaped them to perpetuate ideas of discrimination, rejection, and hatred, in order to maintain a social regime that favors the supremacy of one race or ethnicity over others and condemns difference and deviation. This perspective is precisely what underpins the videogame sagas Dragon Age (2009-2014) and The Witcher (2007-2025). Through the significant possibilities afforded by ludonarrative, as well as the structural and discursive parameters of the role-playing genre, both titles succeed in placing the player in various moral dilemmas that lead them to question some of these discourses.
Description
Keywords
Videojuegos Ludonarrativa Géneros lúdicos Otredad Monstruo Memoria
Pedagogical Context
Citation
García Martín, Francisco David; Fernández Rodríguez, María (2024). El monstruo como paradigma de la alteridad: las sagas videolúdicas Dragon Age (2009-2014) y The Witcher (2007-2015). Hipertext.net. ISSN 1695-5498. 29, p. 51-61
Publisher
Departamento de Comunicación de la Universitat Pompeu Fabra
