Prosocial videogames, as a transitional space for peace: the case of Reconstrucción

Authors

DOI:

https://doi.org/10.4185/RLCS-2019-1394

Keywords:

conflict, education, peace, prosocial behaviour, video game, Audiovisual narrative

Abstract

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.

Downloads

Download data is not yet available.

Author Biographies

Francisco-Julián Martínez-Cano, Miguel Hernández University

Professor in the graduate studies of Audiovisual Communications and Fine Arts in Universidad Miguel Hernández de Elche. Since 2006, his artistic background is focused on the mix of science and art to generate new audiovisual discourses.
He is a member of the research group Observatory on Audiovisual Communication and Advertising, OCAP, of Universidad Miguel Hernández. As a researcher, he studies and analyses the virtual reality and augmented reality technologies and their hybridization with the cinema and video games for the creation of new products for audiovisual entertainment, paying attention to the contemporary transmediatization phenomena and mass media.

He has performed his professional activity at several private organizations. He is coordinator of monographic publications in Miguel Hernández Communication Journal, MHCJ. He has co-directed the International Congress of Audiovisual Communication and Advertising, CICAP, in its last two editions. He has been guest professor in the Universidade da Beira Interior (Portugal), in Universidade de Évora (Portugal) and Plymouth College of Art, Plymouth (United Kingdom).

Rocío Cifuentes-Albeza, Miguel Hernández University

PhD by Universidad Miguel Hernández.

Professor in the graduate studies of Fine Arts and Journalism in Universidad Miguel Hernández de Elche. Her background is focused on the area of design, particularly the creation and development of projects of corporate visual identity within the professional practice for different institutions and public and private entities.

In the field of research, she studies the functions of image and the design of contemporary communication, specially the design of corporate communication and online advertising strategies in the communication era 2.0 and following. She is a member of OCAP -Observatory on Audiovisual Communication and Advertising – as well as a member of AEIC -Spanish Association of Communication Research -.

Begoña Ivars Nicolás, Miguel Hernánde University

Professor in the Universidad Miguel Hernández (Spain). She is professor in the graduate studies of Journalism and Audiovisual Communication. At the same time, she works in the Communication Office of the same university developing social communication strategies.

She is PhD in Social Anthropology. She belongs to the research group Observatory on Audiovisual Communication and Advertising, OCAP, of Universidad Miguel Hernández and focuses her studies on the repercussion of Information Technologies and Communication on media in Internet.

She is an editor of Miguel Hernández Communication Journal, MHCJ, and co-director of the International Congress on Audiovisual Communication and Advertising, CICAP, in its different editions.

She has held conferences and published different articles of scientific relevance about Audiovisual Communication and the improvement of teaching.

References

Abt, C. C. (1968). Games for learning. Simulation games in learning, 65-84.

Bandura, A. (1987). Teoría del aprendizaje social: Espasa-Calpe.

Bogost, I. (2008). The rhetoric of video games. The ecology of games: Connecting youth, games, and learning, 117-140.

De Miguel Pascual, R. (2006). Cuestiones en torno al poderoso efecto de los videojuegos violentos: del neoconductismo a la cognición social. Revista ICONO14 Revista científica de Comunicación y Tecnologías emergentes, 4(1), 176-204. DOI: https://doi.org/10.7195/ri14.v4i1.403

Domínguez, F. I. R., Gómez, M. C. S. & Horacek, G. A. E. (2006). Investigando videojuegos: recursos online para el inicio de una investigación cualitativa sobre la narrativa de/sobre los videojuegos. Comunicación y pedagogía: Nuevas tecnologías y recursos didácticos, (216), 61-64.

Granic, I., Lobel, A. & Engels, R. C. (2014). The benefits of playing video games. American psychologist, 69(1), 66. DOI: https://doi.org/10.1037/a0034857

Griffiths, M. D. & Hunt, N. (1998). Dependence on computer games by adolescents. Psychological reports, 82(2), 475-480. DOI: https://doi.org/10.2466/pr0.1998.82.2.475

Griffiths, M. (1999). Violent video games and aggression: A review of the literature. Aggression and violent behavior, 4(2), 203-212. DOI: https://doi.org/10.1016/S1359-1789(97)00055-4

Gómez García, S. (2014). ¿Pueden los videojuegos cambiar el mundo?: una introducción a los serious games. 5. Universidad Internacional de La Rioja (UNIR Editorial).

Gómez García, S. (2014). Cambiar jugando: la apuesta de los serious games en la educación por la igualdad entre los y las jóvenes. Revista de Estudios de Juventud, 106, pp. 123-132.

Hunicke, R., LeBlanc, M. & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI. 4(1), pp. 1722.

Ibanez Bueno, J. et al (2014): “Serious Games. ¿Nuevo medio en una institución pública?”. Revista Latina de Comunicación Social, 69, pp. 125-134. DOI: https://doi.org/10.4185/RLCS-2014-1004

Jerabeck, J. M. & Ferguson, C. J. (2013). The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior. Computers in Human Behavior, 29(6), 2573-2578. DOI: https://doi.org/10.1016/j.chb.2013.06.034

Kapkin, S. (2016). Los videojuegos que se inventaron las AUC: reclutar matando guerrilleros. Pacifista. Disponible en: https://pacifista.tv/notas/los-videojuegos-que-se-inventaron-las-auc-reclutar-matando-guerrilleros/

Manovich, L., Malina, R. F. & Cubitt, S. (2001). The language of new media. MIT press.

Mengel, F. (2014). Computer games and prosocial behaviour. PloS One, 9(4), e94099. DOI: https://doi.org/10.1371/journal.pone.0094099

Ministerio de Tecnologías de la Información y las Comunicaciones, Gobierno de Colombia. (2014). Gobierno promociona cuatro nuevos videojuegos educativos y culturales. Disponible en: https://www.mintic.gov.co/portal/604/w3-article-7315.html

Moñivas Lázaro, A. (1996). La conducta prosocial. Cuadernos de trabajo social, 9, pp. 125.

Salen, K. y Zimmerman, E. (2004). Rules of play: game design fundamentals. Mass: MIT Press.

Sandoval Forero, C. G. & Triana Sánchez, Á. (2017). The videogame as a prosocial tool: implications and applications for reconstruction in colombia. Análisis Político, 30(89), pp. 38-58. DOI: https://doi.org/10.15446/anpol.v30n89.66216

Sandoval, C. G. (2006). Los “juegos” del conflicto colombiano. UN Periódico. Disponible en: http://historico.unperiodico.unal.edu.co/ediciones/87/05.html

Schneider, D. J. (1988). Introduction to social psychology. Harcourt Brace Jovanovich.

Uttal, D. H., Meadow, N. G., Tipton, E., Hand, L. L., Alden, A. R., Warren, C. & Newcombe, N. S. (2013). The malleability of spatial skills: A meta-analysis of training studies. Psychological bulletin, 139(2), 352. DOI: https://doi.org/10.1037/a0028446

Uttal, D. H., Miller, D. I. & Newcombe, N. S. (2013). Exploring and enhancing spatial thinking: Links to achievement in science, technology, engineering, and mathematics? Current Directions in Psychological Science, 22(5), 367-373. DOI: https://doi.org/10.1177/0963721413484756

Vélez, J. A. & Ewoldsen, D. R. (2013). Helping behaviors during video game play. Journal of Media Psychology. DOI: https://doi.org/10.1027/1864-1105/a000102

Published

2019-09-25

How to Cite

Martínez-Cano, F.-J., Cifuentes-Albeza, R., & Ivars Nicolás, B. (2019). Prosocial videogames, as a transitional space for peace: the case of Reconstrucción. Revista Latina de Comunicación Social, (74), 1470–1487. https://doi.org/10.4185/RLCS-2019-1394

Issue

Section

Miscellaneous