Videogames between ethics and politics
Keywords:Videogames, educational approach, digital citizenship, ethics, politics
Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them, requiring a pedagogic reflection, aiming at specific juxtapositions and complexity. They force us to review the semantic paradigms of ethics and politics, as they lead us into scenarios of increased reality, characterised by played temporality, constantly changing, passing from a synchronic visionary dimension, even to a temporality that goes backwards, recovering memories that have often never belonged to the person/videogamer beforehand.
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