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Cuadernos de la Facultad de Humanidades y Ciencias Sociales. Universidad Nacional de Jujuy

versión On-line ISSN 1668-8104

Resumen

SATO, Pedro Marcelo. Symbolic violence in video games. Cuad. Fac. Humanid. Cienc. Soc., Univ. Nac. Jujuy [online]. 2010, n.38, pp.169-179. ISSN 1668-8104.

This work tries to address the study of the configuration of arrays of learning in users of the video game The Sims, and its impact on everyday life. The aim is to observe the presence of features of the symbolic violence. The central objective is linked to the need to detect possible concealment in those games apparently non-violent, those who are often exposed the boys and girls. Interviews were conducted with boys and girls, and its results were analyzed using as a reference to the comparison, the Book "Para Leer al Pato Donald" (Dorfman y Mattelard, 1972) in analyzing the transmission of cultural patterns through comics children. The results showed that the new technologies are a tool of great impact on the configuration of the parent of learning, and that from them are conditional behavior in which the symbolic violence becomes more force over other types of violence (physical, psychological, etc.) The greater difficulty in the process of investigation arises from the feature of the game that does not share traits of violence explicit, going unnoticed before the people who are in charge, generally, the control of the playful activities involving their children. In different experiences in exchange, were emerging new concerns about the importance of the symbolic language, not only in video games, but also in other activities related to the Internet and computer technology.

Palabras clave : Symbolic violenc; Video game; Learning matrix; Consumerism.

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