dc.contributor.author
García-Martínez, Alba
dc.date.issued
2020-03-06T14:01:34Z
dc.date.issued
2020-03-06T14:01:34Z
dc.date.issued
2019-07-01
dc.date.issued
2020-03-06T14:01:36Z
dc.identifier
https://hdl.handle.net/2445/152237
dc.description.abstract
People who are not in the game world often comment that they will numb players, rob them of any sense of empathy and create a generation of isolated and antisocial loners. In this article we will try to affirm the opposite: that games can play a powerful role in the creation of empathy, as well as other positive emotional experiences thanks to their own structural processes and how this empathy is the necessary one to make up for the lack of involvement of society in artistic creation. We will deal with the persuasive properties of games as media and what differentiates them from other media. Also, we will explain what these qualities of the games can bring to the activist and social art.
dc.format
application/pdf
dc.publisher
SAGE Publications
dc.relation
Versió postprint del document publicat a: https://www.researchgate.net/publication/334574279_PERSUASIVE_QUALITIES_OF_GAMES_AS_AN_ARTISTIC_MEDIUM_WITH_A_SOCIAL_FUNCTION
dc.relation
Journal of Visual Culture, 2019, vol. 1, num. 1, p. 23-31
dc.rights
(c) García-Martínez, Alba , 2019
dc.rights
info:eu-repo/semantics/openAccess
dc.source
Articles publicats en revistes (Arts Visuals i Disseny)
dc.title
Persuasive Qualities of games as an artistic medium with a social function
dc.type
info:eu-repo/semantics/article
dc.type
info:eu-repo/semantics/acceptedVersion