Prosocial videogames, as a transitional space for peace: the case of Reconstrucción
DOI:
https://doi.org/10.4185/RLCS-2019-1394Keywords:
conflict, education, peace, prosocial behaviour, video game, Audiovisual narrativeAbstract
The study and application of the video game, as an audiovisual product with aims beyond leisure,
gives rise to the emergence of different trends of videoludic product development characterized in the
merge of entertainment and education, which make the most out of the persuasion power of this
interactive medium. In this context, serious games are born and, among these, the prosocial video game
as an educational tool for education in values. These cultural devices must be able to promote dialogue
and serve as an instrument for mediating conflicts and fostering peace. With the aim of creating a
framework for the study of the prosocial videogame, we proceed to review the existing literature as
well as the audiovisual leisure productions for the screen that encourage the induction of prosocial
behaviours in the player. We identified a boom of this type of interactive products during the last
decade, and specifically about the Colombian conflict, promoted by different institutions as well as by
the Colombian government. In this sense, a case study of the video game Reconstrucción (Pathos
Audiovisual, ViveLab, GIZ, 2017) is carried out, applying two models of analysis. We present the
results obtained by the first model of analysis, which studies the narrative of video games, besides
contents thanks to the second model, based on the dentification of the design components of the video
game in compliance to the MDA framework. We conclude this study by pointing out the main
characteristics that enable an effective design of the prosocial video game, in which the generation of
game dynamics that promote decision-making, linked to offering some sort of help, is rather essential.
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