Videogames of the oppressed: Videogames as a means for critical thinking and debate
G. Frasca.
Georgia Institute of Technology, Master's thesis, (2001)

This thesis examines the potential of videogames as a medium for fostering critical thinking and discussion about social and personal problems. This analysis focuses on simulation as a representational form, which unlike others such as narrative, creates models that not only display the characteristics of the source system, but also reproduce its behavior by means of a set of rules. Therefore, videogames have the potential to represent reality not as a collection of images or texts, but as a dynamic system that can evolve and change. After studying how the process of interpretation functions in simulations, I propose to adapt the basic elements of the work of drama theorist Augusto Boal into videogame design. Boal created a set of techniques for participative theater that raises the spectators’ awareness about their reality and encourages personal and social change. I propose two examples of how these goals could be attained by using videogames. One is based on a popular videogame that simulates suburban life. By modifying its design, I suggest ways for players to deconstruct the simulation’s ideological assumptions and discuss alternative constructions that reflect their personal opinions. The second, uses videogame design in order to x allow players to present their personal problems as unresolved simulations that will be shared and discussed among peers.
  • @yish
This publication has not been reviewed yet.

rating distribution
average user rating0.0 out of 5.0 based on 0 reviews
    Please log in to take part in the discussion (add own reviews or comments).