Projects per year
Abstract
This article reflects on developments in research into Latin American video games two decades after the first studies in the field. In particular, it fills a gap in research by reflecting on the pedagogical uses of video games, focusing both on their value in the undergraduate classroom, and on the design of educational games for use by school children, asking to what extent games might afford their players impactful embodied experiences and ways of navigating complex systems of information and power. The case studies centre on the teaching of environmental humanities and digital literacy in a specifically Latin American context.
Original language | English |
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Pages (from-to) | 263-276 |
Number of pages | 14 |
Journal | Bulletin of Latin American Research |
Volume | 43 |
Issue number | 3 |
Early online date | 17 Jun 2024 |
DOIs | |
Publication status | Published - 7 Jul 2024 |
Bibliographical note
Publisher Copyright:© 2024 The Author(s). Bulletin of Latin American Research published by John Wiley & Sons Ltd on behalf of Society for Latin American Studies.
Research Groups and Themes
- Centre for Environmental Humanities
Keywords
- video games
- pedagogy
- environmental humanities
- Latin America
- digital literacy
Fingerprint
Dive into the research topics of 'Navigating Physical and Digital Environments: Latin American Video Game Studies in Practice'. Together they form a unique fingerprint.Projects
- 1 Finished
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Reimagining the Pacific: Images of the Ocean in Chile and Peru, c.1960 to the present
Merchant, P. (Principal Investigator) & Irons, R. M. (Researcher)
1/02/21 → 31/07/22
Project: Research