viernes, 11 de noviembre de 2011

Cyberpunk Video Games as the Closest Manifestation of Cyberpunk Movement

This project is based on the researches called: “Cyberpunk: Communication and Pedagogy” (Santo Tomás University, 2010. Colombia), Systematization of the Pedagogical Experience: Image course (Javeriana University, 2005. Colombia) , the state of the art of research on Ludic Pedagogy (Monserrate University, 2003.Colombia), the state of the art of research on history of play and games (Iberoamericana Institution University 2002), and “Nintendo: The play of privatization” (Master Thesis, 2000). The theoretical framework will be based on Hermeneutics (Gadamer, Hans-Georg, 1975, Ricoeur, P. 1990), Mediology (Debray, Regis, 1992), latin-American Studies (Je-sus Martin-Barbero, 1991), and game studies (Huizinga, 1955).

In methodological terms this project will draw on the Qualitative Analysis of Content uses to analyze various types of data such as stories, characters, cameras, movements, helps, icons, symbols, audios, etc to develop categories and interpret them. This method is based in Hermeneutics and Interpretative Documental Studies (Gadamer, H.G. 1975) and will use the software Atlas-Ti to help the systematization and analysis of data.

References

Burrows, R & Feathersotoen, M (1995). Cyberspace, Cyberbodies, Cyberpunk. Cultures of Tchnological Ebodiment. London: Sage Publications.

Debray, Régis. (1992). Vie et mort de l’image. Paris: Gallimard.

Gadamer, Hans-Georg (1975). Truth and Method. London: Sheed and Ward.

Huizinga, J. (1955). Homo ludens: a study of the play-element in culture. Beacon Press.

Martin- Barbero J. (1991) De los medios a las mediaciones. Comunicación, cultura y hegemonía. México: Gustavo Gili S.A.

Ricoeur, P (1990). Time and Narrative. V. 1 Chicago: University of Chicago Press

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