Publicidad

VIDEO GAMES WILL BE SEEN AS CREATIVE TOOLS IN EDUCATION

 Video games will be seen as a way to educate the new generations











On March 26th, Zaragoza will celebrate the conference 'Video games, a pluriverse where everyone fits'
It is a type of entertainment that opens possibilities for creativity, education and social reflection, according to the organizers

The world of videogames will star on March 26 in the city of Zaragoza, in person at the Pignatelli Center and virtually on YouTube, in a meeting that will bring together experts, creators and fans to discuss the capabilities of this type of entertainment such as training tool. Some of the stigmas they carry will also be revealed, such as being an addictive entertainment that generates violent behavior, an aspect that will be discussed directly with Toni Piedrabuena, from 3D Games, who will talk about fighting games and their powerful social influence .

This free activity is organized by the Peace Research Seminar Foundation (SIP) and is coordinated by M. Carmen GascĂłn, Researcher in Creativity and Social Transformation, and for whom video games are a way of seeing the world and understanding people. people. From her perspective, cinema and music have long since been displaced as the preferred option within audiovisual entertainment, according to the results of global and national economic turnover in this sector. Beyond their economic repercussion, it should be noted, according to Isaac LĂłpez Redondo, from the University of Seville, that they have become an activity suitable for everyone: "They are games, and playing is something inherent to human beings, regardless of their age".



















In the opinion of Javier Calvo, from San Jorge University: "the videogame is not only a leisure product, but it is also an important artistic vehicle, since numerous creative disciplines come together in it. In addition, due to its communicative nature, it has also been taken advantage of by the 'gamer' community to pour certain social struggles into it according to the new times, so we must learn to revalue their understanding".

The agenda includes different approaches and contributions to the debate with the following speakers: 'Video games, the greatest cultural phenomenon of the 21st century', by Isaac LĂłpez Redondo. 'A world of possibilities in Minecraft', by Leti Ahumada. 'Video games: an artistic and social discourse', by Javier Calvo. ‘Moral judgements: playing at making decisions’, by Sara Wamba. ‘Fighting in Spain: the rebirth of a unique community’, by Toni Piedrabuena. ‘From user to creator’, by Ana Horna, Raquel GarcĂ­a, Javier VerĂłn and Enrique MartĂ­nez







Publicar un comentario

0 Comentarios